Cultural and Philosophical Understanding of Game-based Learning in STEM Subjects

被引:3
|
作者
Garay, Julio [1 ]
机构
[1] CUNY, Bronx Community Coll, Dept Chem Earth Sci & Environm Sci, New York, NY 10021 USA
关键词
Games; Game Based Learning; Motivation; Culture; Knowledge; VIDEO GAME; PERFORMANCE; DESIGN;
D O I
10.31901/24566322.2021/32.1-3.1178
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Several reasons have been linked to the high percentage of failure when it comes to Sciences Technology, Engineering and Mathematics (STEM) subjects for college freshmen. The Higher Learning Commission during its annual conference in 2013 did find out that the leading factor, motivation, seems to play a significant role to inspire students to get involved in the course work. Much research, both in academic journals and mainstream magazines, has been published on how traditional methods of lecturing are neither engaging nor robust enough for STEM learners. In this paper, the author explores the Game-Based Learning method (GBL) as a promising platform to assistance students in their transition from high school to college level STEM courses. Additionally it also looks into the fundamental reasons why biologically, culturally and philosophically, playing has become an essential tool in engaging the real world without having to assume the risk of unwanted consequences.
引用
收藏
页码:153 / 167
页数:15
相关论文
共 50 条
  • [41] A critical review of 13 years of mobile game-based learning
    Giannakas, Filippos
    Kambourakis, Georgios
    Papasalouros, Andreas
    Gritzalis, Stefanos
    ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2018, 66 (02): : 341 - 384
  • [42] Exploring cultural heritage landscapes in an interactive game-based learning application
    Boididis, Ioannis
    Lazarinis, Fotis
    Verykios, Vasileios S.
    Panagiotakopoulos, Chris
    PROCEEDINGS OF 2015 INTERNATIONAL CONFERENCE ON INTERACTIVE MOBILE COMMUNICATION TECHNOLOGIES AND LEARNING (IMCL), 2015, : 59 - 62
  • [43] A Journey to Identify Users' Classification Strategies to Customize Game-Based and Gamified Learning Environments
    Pessoa, Marcela
    Lima, Marcia
    Pires, Fernanda
    Haydar, Gabriel
    Melo, Rafaela
    Rodrigues, Luiz
    Oliveira, David
    Oliveira, Elaine
    Galvao, Leandro
    Gadelha, Bruno
    Isotani, Seiji
    Gasparini, Isabela
    Conte, Tayana
    IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, 2024, 17 : 527 - 541
  • [44] Gender Differences in Cognitive Load when Applying Game-Based Learning with Intelligent Robots
    Chen, Beyin
    Hwang, Gwo-Haur
    Wang, Shen-Hua
    EDUCATIONAL TECHNOLOGY & SOCIETY, 2021, 24 (03): : 102 - 115
  • [45] Playing it right: Empirical validation of the Gamertype scale for game-based learning in higher education
    Prieto-Andreu, Joel-Manuel
    Moreno-Ger, Pablo
    REVISTA ESPANOLA DE PEDAGOGIA, 2024, 82 (288):
  • [46] A scoping review of game-based learning for mathematics teacher education
    Moon, Jewoong
    Yeo, Sheunghyun
    Si, Qi
    Ijeluola, Abiodun Stephen
    INTERNATIONAL JOURNAL OF MATHEMATICAL EDUCATION IN SCIENCE AND TECHNOLOGY, 2024,
  • [47] Teaching and Learning Computational Thinking Through Game-Based Learning: A Systematic Review
    Wang, Xinyue
    Cheng, Mengmeng
    Li, Xinfeng
    JOURNAL OF EDUCATIONAL COMPUTING RESEARCH, 2023, 61 (07) : 1505 - 1536
  • [48] Mobile game-based learning in cultural heritage education: a bibliometric analysis
    Camunas-Garcia, Daniel
    Pilar Caceres-Reche, Maria
    de la Encarnacion Cambil-Hernandez, Maria
    EDUCATION AND TRAINING, 2023, 65 (02): : 324 - 339
  • [49] Assessment of the ability of game-based science learning to enhance genetic understanding
    Casanoves, Marina
    Sole-Llussa, Anna
    Haro, Juan
    Gericke, Nicklas
    Valls, Cristina
    RESEARCH IN SCIENCE & TECHNOLOGICAL EDUCATION, 2023, 41 (04) : 1496 - 1518
  • [50] Conscientiousness in Game-Based Learning
    Yi, Liu
    Zhou, Qiqi
    Xiao, Tan
    Qing, Ge
    Mayer, Igor
    SIMULATION & GAMING, 2020, 51 (05) : 712 - 734