Interactive learning environments, referred to as games in our design due to their unique features, can direct, facilitate, and assess middle-school students learning of specific domain knowledge and concepts in science, technology, engineering, and mathematics (STEM). The modular self-contained easily accessible multi-player online games are called structured-scenario online games (cited as STRONG) because they use challenging scenarios to engage middle-school students and provide them control over their learning environment. From their review of literature over a period of 28 years, Randel et al. (1992) concluded that gaming could be used effectively to provoke interest, teach domain knowledge, and shore up retention in math, physics, and...
In this paper, we provide an overview of two Computer Science for High School teacher training works...
The use of educational digital games as supplemental tools to course instruction materials has incre...
Education and training are among the fields taking advantage of serious games (SGs). In this paper w...
The chapter’s idea stems from the observation that technology is difficult to learn in an abstract w...
This article describes the design of an interactive learning environment to increase student achieve...
Gaming, an integral part of many students’ lives outside school, can provide an engaging platform fo...
Videogames are a popular medium in our society and have an enormous mass appeal, reaching audiences ...
Game-based learning has received more focus as a way to engage students and increase interest in mat...
The purpose of this qualitative study was to discover the influence of instructional games on middle...
Using games created within Second Life to teach science content excites middle school students like ...
In recent years, the technological revolution has changed the way we see reality and interact with i...
There are a variety of educational games produced for studies in game-based learning (GBL) with a sp...
There are high expectations of the educational value of online games and immersive, virtual worlds. ...
Research shows that active learning can promote student achievement in the science, technology, engi...
In this study, the researcher conducted a multi-phases study and to explore how various e-learning m...
In this paper, we provide an overview of two Computer Science for High School teacher training works...
The use of educational digital games as supplemental tools to course instruction materials has incre...
Education and training are among the fields taking advantage of serious games (SGs). In this paper w...
The chapter’s idea stems from the observation that technology is difficult to learn in an abstract w...
This article describes the design of an interactive learning environment to increase student achieve...
Gaming, an integral part of many students’ lives outside school, can provide an engaging platform fo...
Videogames are a popular medium in our society and have an enormous mass appeal, reaching audiences ...
Game-based learning has received more focus as a way to engage students and increase interest in mat...
The purpose of this qualitative study was to discover the influence of instructional games on middle...
Using games created within Second Life to teach science content excites middle school students like ...
In recent years, the technological revolution has changed the way we see reality and interact with i...
There are a variety of educational games produced for studies in game-based learning (GBL) with a sp...
There are high expectations of the educational value of online games and immersive, virtual worlds. ...
Research shows that active learning can promote student achievement in the science, technology, engi...
In this study, the researcher conducted a multi-phases study and to explore how various e-learning m...
In this paper, we provide an overview of two Computer Science for High School teacher training works...
The use of educational digital games as supplemental tools to course instruction materials has incre...
Education and training are among the fields taking advantage of serious games (SGs). In this paper w...