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Sanda Vere?; Ana-Simona Ilie; Paula Maria Buda – Romanian Review of Geographical Education, 2024
The purpose of this study is to investigate primary school teachers' perceptions regarding the frequency of using educational platforms, digital applications, and videos for teaching science and geography. Data collection was carried out through a questionnaire survey in which 107 primary school teachers voluntarily participated. The analysis…
Descriptors: Films, Elementary School Students, Teaching Methods, Computer Games
Asli Bahar Ivgin; Hakan Akcay – International Journal of Technology in Education, 2024
Game-based learning has attracted great interest in science education as an effective way to increase student achievement. Most studies in this field have focused on digital or non-digital games. In the literature, some studies generally compare educational games with traditional teaching methods. More studies need to be conducted to compare the…
Descriptors: Educational Games, Middle School Students, Science Achievement, Game Based Learning
Mustafa Metin; Neslihan Durmus – International Journal of Technology in Education and Science, 2024
The main purpose of the research is to determine teachers' views on the use of digital games in science education. In accordance with this purpose, the research was carried out with the phenomenology method which one of the qualitative research methods, was conducted with eight volunteer science teachers working in different public schools within…
Descriptors: Teacher Attitudes, Computer Games, Science Instruction, Teaching Methods
Mutch-Jones, Karen; Boulden, Danielle C.; Gasca, Santiago; Lord, Trudi; Wiebe, Eric; Reichsman, Frieda – Educational Technology Research and Development, 2021
Research on the use of digital games suggests they can enhance students' learning; however, teachers often play an important role in mediating gameplay and a game's educational goals. The purpose of the study was to investigate implementation approaches of nine biology teachers using an immersive digital game in their science classes, focusing on…
Descriptors: Computer Games, Game Based Learning, Teaching Methods, Science Instruction
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
Mawasi, Areej; Nagy, Peter; Finn, Ed; Wylie, Ruth – Journal of Moral Education, 2022
In order to help students become scientifically literate citizens, science education should allow them to gain a more concrete understanding of the potential social and ethical impacts of scientific and technological change. Using Mary Shelley's Frankenstein as an imaginative tool, we designed simple hands-on activities and a digital narrative…
Descriptors: Science Instruction, Science Activities, Computer Games, Ethics
Xiao Li; Marc Mun~iz; Karlun Chun; Jonathan Tai; Francesca Guerra; Darrin M. York – Journal of Chemical Education, 2022
We report a new online suite of tools that enables inquiry-based active-learning activities to develop students' representational competence about atomic orbitals. Orbital Explorer is a Web site for the visualization and interactive investigation of atomic orbital properties. Orbital Explorer contains two integrated tools, namely, Atomic Orbital…
Descriptors: Chemistry, Active Learning, Inquiry, Educational Games
Tania Miguel Trabajo; Eavan Dorcey; Jan Roelof van der Meer – Journal of Microbiology & Biology Education, 2024
Inspired by the positive impact of serious games on science understanding and motivated by personal interests in scientific outreach, we developed "Bacttle," an easy-to-play microbiology board game with adaptive difficulty, targeting any player from 7 years old onward. Bacttle addresses both the lay public and teachers for use in…
Descriptors: Microbiology, Science Instruction, Educational Games, Environmental Influences
Lufti, Achmad; Suyono; Hidayah, Rusly – Asia-Pacific Forum on Science Learning and Teaching, 2021
This research aims to explore the effectiveness of using computer-assisted games as a learning media to improve the quality of learning in Chemistry. The research was conducted in Indonesia on high school students in three separate classes or groups, in three separate schools that were randomly selected. There were three stages of data collection…
Descriptors: Game Based Learning, Computer Games, Teaching Methods, Instructional Effectiveness
Dsilva, Lorna; Mittal, Shubhi; Koepnick, Brian; Flatten, Jeff; Cooper, Seth; Horowitz, Scott – Biochemistry and Molecular Biology Education, 2019
The computer game Foldit is currently widely used as a biology and biochemistry teaching aid. Herein, we introduce a new feature of Foldit called "custom contests" that allows educators to create puzzles that fit their curriculum. The effectiveness of the custom contests is demonstrated by the use of five distinct custom contests in an…
Descriptors: Science Instruction, Teaching Methods, Biochemistry, Computer Games
Nagy, Peter; Mawasi, Areej; Eustice, Kristi; Cook-Davis, Alison; Finn, Ed; Wylie, Ruth – British Journal of Educational Technology, 2022
Using Mary Shelley's "Frankenstein" as inspiration, this paper presents a Frankenstein-themed transmedia storytelling experience, which encompasses simple hands-on activities and an online narrative experience that allows students to model scientific work and engage in various science activities. The study aimed to test whether students…
Descriptors: Self Efficacy, Student Attitudes, Story Telling, Novels
Yeo, Jun-Hui; Cho, I.-Hsuan; Hwang, Gwo-Haur; Yang, Hsi-Hsun – Educational Technology Research and Development, 2022
Gender and prior knowledge may affect students' performance and motivation when simulations and games are used for learning. Accommodations should be made for students of different genders and with different levels of prior knowledge. A simulation digital game about the food chain concept geared for elementary school students was developed for…
Descriptors: Gender Differences, Prior Learning, Food, Biology
Yildiz, Selin; Zengin, Rasit – Journal of Science Learning, 2021
In this research the effects of educational digital games and in-class educational games on scientific process skills of 6 years old children were investigated. The research was carried out with 70 preschool children who were educated in a primary school in Turkey. In the research, quasi-experimental design was used. Within the scope of the…
Descriptors: Science Instruction, Instructional Effectiveness, Teaching Methods, Game Based Learning
Aditya Anupam; Ridhima Gupta; Shubhangi Gupta; Zhendong Li; Nora Hong; Azad Naeemi; Nassim Parvin – International Journal of Designs for Learning, 2020
The abstract nature of quantum mechanics makes it difficult to visualize. This is one of the reasons it is taught in the language of mathematics. Without an opportunity to directly observe or interact with quantum phenomena, students struggle to develop conceptual understandings of its theories and formulas. In this paper we present the process of…
Descriptors: Quantum Mechanics, Science Instruction, Educational Games, Teaching Methods
Rivera-Ortega, Uriel – Physics Education, 2021
A Science, Technology, Engineering and Mathematics (STEM) tool is proposed in this manuscript; which consists of an interactive, simple and low-cost computer based simulation and game, with the aim of easing the teaching/learning process regarding the physics concept of projectile motion. The novelty of this proposal relies on the use of a…
Descriptors: Physics, Science Instruction, Computer Software, Graduate Students