Transdisciplinarity in STEM education: A critical review

MA Takeuchi, P Sengupta, MC Shanahan… - Studies in Science …, 2020 - Taylor & Francis
ABSTRACT Science, Technology, Engineering and Mathematics (STEM) education
garnered significant attention in recent years and has emerged as a key field of research …

Media education through digital games: a review on design and factors influencing learning performance

SA Ishak, UA Hasran, R Din - Education Sciences, 2023 - mdpi.com
In the past two decades, a considerable amount of research has focused on digital games
as part of media education. Digital game-based learning (DGBL) is identified as a potential …

Digital learning in Sciences education: A literature review

MAKA Momani, KA Alharahasheh, M Alqudah - Cogent Education, 2023 - Taylor & Francis
This study looked at 8760 Web of scientific research publications about digital learning in
scientific education. The researchers discovered seven clusters with 59 affiliations, 36 …

Academically meaningful play: Designing digital games for the classroom to support meaningful gameplay, meaningful learning, and meaningful access

DB Clark, JE Hernández-Zavaleta, S Becker - Computers & Education, 2023 - Elsevier
What does it mean for a game to engage players in academically meaningful play? Much
has been written about the integration of educational learning within the design of games in …

Designing educational video games to be objects-to-think-with

N Holbert, U Wilensky - Journal of the Learning Sciences, 2019 - Taylor & Francis
In this article we propose that educational game design should work to create games as
objects-to-think-with—games that engage players in the exploration of and experimentation …

Science education: From separation to integration

MC Linn, L Gerard, C Matuk… - Review of Research in …, 2016 - journals.sagepub.com
Advances in technology, science, and learning sciences research over the past 100 years
have reshaped science education. This chapter focuses on how investigators from varied …

[HTML][HTML] Defining digital game-based learning for science, technology, engineering, and mathematics: a new perspective on design and developmental research

SA Ishak, R Din, UA Hasran - Journal of medical Internet research, 2021 - jmir.org
In the modern age, digital games are widely used as informal media for Science,
Technology, Engineering, and Mathematics (STEM) education and medical therapy for …

Seriously considering design in educational games

M Gaydos - Educational researcher, 2015 - journals.sagepub.com
Research suggests that well-designed games can be good for learning under the right
conditions. How such games are designed remains poorly understood, as studies have …

Puzzle game-based learning: a new approach to promote learning of principles of coronary artery bypass graft surgery

R Khorammakan, A Omid… - BMC medical …, 2023 - Springer
Introduction Since learning with high educational quality requires an advanced intervention.
This study seeks to answer how many puzzles game-based training can improve knowledge …

Learning to deflect: Conceptual change in physics during digital game play

P Sengupta, KD Krinks, DB Clark - Journal of the Learning …, 2015 - Taylor & Francis
How does deep conceptual change occur when students play well-designed educational
games? To answer this question, we present a case study in the form of a microgenetic …