Science education video game research points toward promising, but inconclusive results in both student learning outcomes and attitudes. However, student-level variables other than gender have been largely absent from this research. This study examined how students\u27 reading ability level and disability status are related to their video game-playing behaviors outside of school and their perceptions about the use of science video games during school. Thirty-four teachers and 876 sixth- through ninth-grade students from 14 states participated in the study. All student groups reported that they would prefer to learn science from a video game rather than from traditional text, laboratory-based, or Internet environments. Chi-square analyses in...
International audienceEntertainment video games are very popular among young audiences. Nevertheless...
Video games have been around for more than four decades. The purpose of video games is to entertain....
Despite their popularity with learners, many K–12 teachers are reluctant to use video games as learn...
Science education video game research points toward promising, but inconclusive results in both stud...
Science education video game research points toward promising, but inconclusive results in both stud...
Extant research reports differential effects related to the efficacy of video games as a means to en...
For decades, digital video games (DVGs) have been used in various educational contexts. However, the...
For decades, digital video games (DVGs) have been used in various educational contexts. However, the...
Teaching and Learning Department Capstone Project.This paper explores the affordances of digital vid...
Science teachers’ experiences, attitudes, perceptions, concerns, and support needs related to the us...
[[abstract]]The popularity of video games has transcended entertainment crossing into the world of e...
Over the last 20 years research has explored potential cognitive benefits of playing video games. On...
High school science classes can be difficult for students to be successful in because of the content...
Purpose: To assess how the use of games contributes to students ’ science learning, interests, and a...
Researchers and policy-makers, alike, need to focus on collaborating with administrators, teachers, ...
International audienceEntertainment video games are very popular among young audiences. Nevertheless...
Video games have been around for more than four decades. The purpose of video games is to entertain....
Despite their popularity with learners, many K–12 teachers are reluctant to use video games as learn...
Science education video game research points toward promising, but inconclusive results in both stud...
Science education video game research points toward promising, but inconclusive results in both stud...
Extant research reports differential effects related to the efficacy of video games as a means to en...
For decades, digital video games (DVGs) have been used in various educational contexts. However, the...
For decades, digital video games (DVGs) have been used in various educational contexts. However, the...
Teaching and Learning Department Capstone Project.This paper explores the affordances of digital vid...
Science teachers’ experiences, attitudes, perceptions, concerns, and support needs related to the us...
[[abstract]]The popularity of video games has transcended entertainment crossing into the world of e...
Over the last 20 years research has explored potential cognitive benefits of playing video games. On...
High school science classes can be difficult for students to be successful in because of the content...
Purpose: To assess how the use of games contributes to students ’ science learning, interests, and a...
Researchers and policy-makers, alike, need to focus on collaborating with administrators, teachers, ...
International audienceEntertainment video games are very popular among young audiences. Nevertheless...
Video games have been around for more than four decades. The purpose of video games is to entertain....
Despite their popularity with learners, many K–12 teachers are reluctant to use video games as learn...