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Angelos Sofianidis; Christos Skraparlis; Nayia Stylianidou – Journal of Science Education and Technology, 2024
This paper presents and discusses the inclusive inquiry-based alternate reality game (IB-ARGI) approach, a pedagogical gamified approach supporting inclusive contemporary educational contexts. The IB-ARGI approach comprises Inquiry-based Learning, Alternate Reality Games, Universal Design for Learning and Augmented Reality technology in order to…
Descriptors: Inquiry, Access to Education, Computer Simulation, Computer Games
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Moore, Tamara J.; Brophy, Sean P.; Tank, Kristina M.; Lopez, Ruben D.; Johnston, Amanda C.; Hynes, Morgan M.; Gajdzik, Elizabeth – Journal of Science Education and Technology, 2020
Computational thinking requires high cognitive load as students work to manage multiple tasks in their problem-solving environment. Through research in K-2 classrooms on computational thinking, we noticed that students lack the representational fluency needed to move from one form to another--such as moving from physical to more abstract…
Descriptors: Thinking Skills, Grade 2, Task Analysis, Elementary School Students
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Wallon, Robert C.; Jasti, Chandana; Lauren, Hillary Z. G.; Hug, Barbara – Journal of Science Education and Technology, 2018
Argumentation has been emphasized in recent US science education reform efforts (NGSS Lead States 2013; NRC 2012), and while existing studies have investigated approaches to introducing and supporting argumentation (e.g., McNeill and Krajcik in "Journal of Research in Science Teaching," 45(1), 53-78, 2008; Kang et al. in "Science…
Descriptors: Science Instruction, Persuasive Discourse, Teaching Methods, Computer Games
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Gnidovec, Tanja; Žemlja, Mojca; Dolenec, Andreja; Torkar, Gregor – Journal of Science Education and Technology, 2020
Learning the basics of human anatomy is challenging for schoolchildren due to its three-dimensional nature and complexity as a system. This study created educational materials for learning about and teaching the human circulatory system based on augmented reality (AR) technology and a structure-behavior-function (SBF) model, including 2D/3D…
Descriptors: Computer Simulation, Anatomy, Human Body, Teaching Methods
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Leonard, Jacqueline; Buss, Alan; Gamboa, Ruben; Mitchell, Monica; Fashola, Olatokunbo S.; Hubert, Tarcia; Almughyirah, Sultan – Journal of Science Education and Technology, 2016
This paper describes the findings of a pilot study that used robotics and game design to develop middle school students' computational thinking strategies. One hundred and twenty-four students engaged in LEGO® EV3 robotics and created games using Scalable Game Design software. The results of the study revealed students' pre-post self-efficacy…
Descriptors: Robotics, Design, Self Efficacy, Student Attitudes
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Klisch, Yvonne; Miller, Leslie M.; Wang, Shu; Epstein, Joel – Journal of Science Education and Technology, 2012
This study investigated the knowledge gains and attitude shifts attributable to a unique online science education game, "Uncommon Scents." The game was developed to teach middle school students about the biological consequences of exposure to toxic chemicals in an environmental science context, as well as the risks associated with abusing these…
Descriptors: Middle School Students, Negative Attitudes, Inhalants, Attitude Change