Video Gaming for STEM Education

  title={Video Gaming for STEM Education},
  author={Kim J. Hyatt and Jessica L. Barron and Michaela A. Noakes},
The focus of this chapter is how video games can be utilized for instructional purposes, specifically in the STEM areas (Science, Technology, Engineering, and Mathematics). Gaming, as an instructional tool, enables educators to create participatory learning activities, assess understanding of complex and ill-formed situations, facilitate critical thinking and problem solving capabilities, and ensure active engagement across the learning continuum for all students. How to use it effectively… Expand
10 Citations
Defining Digital Game-Based Learning for Science, Technology, Engineering, and Mathematics: A New Perspective on Design and Developmental Research
A framework for STEM digital game-based learning encompassing input-process-output stages, consisting of digital game development as input, experience as a process, and constructs as output is proposed. Expand
Effects of Implementing STEM-I Project-Based Learning Activities for Female High School Students
The results show that STEM-I project- based learning activities can promote the development of diverse abilities and effectively expand STEM knowledge integration and learning for female high school students as well as enhance their imagination in the project-based activities. Expand
Using Arts Education in STEM With the Science and Engineering Practice of Developing and Using Models
  • L. Burks
  • Engineering
  • Challenges and Opportunities for Transforming From STEM to STEAM Education
  • 2020
Since 2013 more than three-quarters of the United States has adopted science education standards based on the Next Generation Science Standards (NGSS). Science education is often integrated withExpand
Technology in Mathematics Education: A Catalyst for Diversity Leadership
Combining both leadership and diversity, the author’s define “leadership diversity” to be: leadership that engages followers that is inclusive to gender, culture, and the social context of theExpand
Developing an Online Mathematics Methods Course for Preservice Teachers: Impact, Implications, and Challenges
This chapter presents the theoretical background and overview of the design of an asynchronous online mathematics pedagogy course taken by graduate students who are seeking their initial teacherExpand
Pass, Fail, or Incomplete?: Analyzing Environmental Education in Nova Scotia's Sixth Grade Curriculum
This chapter investigates the presence and status of environmental education principles, as well as factors for encouraging positive environmental behaviour in students, within three sixth-gradeExpand
Curriculum Contents of Digital Library Education (DLE) in Europe
Digital library research has attracted much attention around the world. Much of the research and projects funded by several agencies and governments around the world focus on how DLs can aidExpand
Teaching Political Science Students to Find and Evaluate Information in the Social Media Flow
The advent of social media necessitates new pedagogical approaches in the field of political science, specifically in relation to undergraduate students’ critical thinking and information evaluationExpand
Professionalising Natural Science Education and Multipronged Open Distance Learning
Tobias et al. (1995) postulated in their book on " Rethinking Science as a Career " that Master's programs could produce graduates who provide the same level of expertise and leadership asExpand


Digital game-based learning: Towards an experiential gaming model
  • K. Kiili
  • Computer Science, Psychology
  • Internet High. Educ.
  • 2005
An experiential gaming model that is based onexperiential learning theory, flow theory and game design is presented and stresses the importance of providing the player with immediate feedback, clear goals and challenges that are matched to his/her skill level. Expand
Flying a math class? Using web-based simulations in primary teacher training and education
This chapter presents a pilot exploratory case study that seeks to bridge the classic gap between teacher preparation and practice by exploiting the affordances offered by digital simulations forExpand
Implementing the Understanding by Design Framework in Higher Education
This chapter describes an organizational initiative to develop and implement the Understanding by Design (UbD) curriculum-planning framework to improve learning outcomes for teacher candidates andExpand
Video Games: A Route to Large-Scale STEM Education?
The sparse but encouraging data on learning outcomes for video games in science, technology, engineering, and math (STEM) disciplines is reviewed, then the infrastructural obstacles to wider adoption of this new medium are reviewed. Expand
K-20 Education in Relation to Library Science
Information constitutes a central element of education as K-20 teachers design and implement curriculum for students to gain knowledge and skills. Librarians are information professionals and canExpand
Can "Gaming 2.0" help design "Serious Games"?: a comparative study
A simple theoretical model of videogames is defined that outlines four "game parts" that players can create through "Gaming 2.0"-related tools, and it will be used to provide a comparative analysis of fifteen "Gaming 1.0" examples. Expand
Improving Novice Programmers' Skills through Playability and Pattern Discovery: A Descriptive Study of a Game Building Workshop
The design and evaluation of a Game Building Workshop aimed at introducing the fundamentals of structured programming to students are presented and the results indicate that students explored novel programming concepts in order to add features that were not initially planned for the proposed games. Expand
The impact of video games on training surgeons in the 21st century.
Regression analysis indicated that video game skill and past video game experience are significant predictors of demonstrated laparoscopic skills. Expand
Dynamics of Student Cognitive-Affective Transitions During a Mathematics Game
Researchers of interactive learning environments have grown increasingly interested in designing these systems to become more responsive to differences in students’ cognitive-affective states. TheyExpand
Shaping the Librarian's Library: Collecting to Support LIS Education and Practice
A well-rounded and responsive collection spans several publication formats and includes works from publishers that specialize in LIS content as well as non-commercial grey literature. Expand