Literature DB >> 19119223

Video games: a route to large-scale STEM education?

Merrilea J Mayo1.   

Abstract

Video games have enormous mass appeal, reaching audiences in the hundreds of thousands to millions. They also embed many pedagogical practices known to be effective in other environments. This article reviews the sparse but encouraging data on learning outcomes for video games in science, technology, engineering, and math (STEM) disciplines, then reviews the infrastructural obstacles to wider adoption of this new medium.

Mesh:

Year:  2009        PMID: 19119223     DOI: 10.1126/science.1166900

Source DB:  PubMed          Journal:  Science        ISSN: 0036-8075            Impact factor:   47.728


  10 in total

1.  Prior video game utilization is associated with improved performance on a robotic skills simulator.

Authors:  Andrew C Harbin; Kumar S Nadhan; James H Mooney; Daohai Yu; Joshua Kaplan; Nora McGinley-Hence; Andrew Kim; Yiming Gu; Daniel D Eun
Journal:  J Robot Surg       Date:  2016-11-16

2.  Children, wired: for better and for worse.

Authors:  Daphne Bavelier; C Shawn Green; Matthew W G Dye
Journal:  Neuron       Date:  2010-09-09       Impact factor: 17.173

3.  Online teaching tool simplifies faculty use of multimedia and improves student interest and knowledge in science.

Authors:  John P Walsh; Jerry Chih-Yuan Sun; Michelle Riconscente
Journal:  CBE Life Sci Educ       Date:  2011       Impact factor: 3.325

Review 4.  Gaming science: the "Gamification" of scientific thinking.

Authors:  Bradley J Morris; Steve Croker; Corinne Zimmerman; Devin Gill; Connie Romig
Journal:  Front Psychol       Date:  2013-09-09

5.  Secondary Benefits to Attentional Processing Through Intervention With an Interactive Maths App.

Authors:  Nicola J Pitchford; Laura A Outhwaite
Journal:  Front Psychol       Date:  2019-11-26

6.  Architecting Intelligent Smart Serious Games for Healthcare Applications: A Technical Perspective.

Authors:  Shabir Ahmad; Faisal Mehmood; Faheem Khan; Taeg Keun Whangbo
Journal:  Sensors (Basel)       Date:  2022-01-21       Impact factor: 3.576

7.  Game on, science - how video game technology may help biologists tackle visualization challenges.

Authors:  Zhihan Lv; Alex Tek; Franck Da Silva; Charly Empereur-mot; Matthieu Chavent; Marc Baaden
Journal:  PLoS One       Date:  2013-03-06       Impact factor: 3.240

8.  MEVA--An Interactive Visualization Application for Validation of Multifaceted Meteorological Data with Multiple 3D Devices.

Authors:  Carolin Helbig; Lars Bilke; Hans-Stefan Bauer; Michael Böttinger; Olaf Kolditz
Journal:  PLoS One       Date:  2015-04-27       Impact factor: 3.240

9.  Virtual environments for the transfer of navigation skills in the blind: a comparison of directed instruction vs. video game based learning approaches.

Authors:  Erin C Connors; Elizabeth R Chrastil; Jaime Sánchez; Lotfi B Merabet
Journal:  Front Hum Neurosci       Date:  2014-05-01       Impact factor: 3.169

10.  Digital Learning Games for Mathematics and Computer Science Education: The Need for Preregistered RCTs, Standardized Methodology, and Advanced Technology.

Authors:  Lara Bertram
Journal:  Front Psychol       Date:  2020-10-15
  10 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.