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- Title
Gaming Research for Technology Education.
- Authors
Clark, Aaron C.; Ernst, Jeremy
- Abstract
This study assesses the use of gaming to teach Science, Technology, Engineering, and Mathematics (STEM) in public education. The intent of the investigation was to identify attitudes about gaming, its use in education, and the need to utilize gaming as an integrator of STEM subject matter into the classroom. Participants included students, teachers, administrators, and parents from around the world. The evaluative instrument was launched from a website created to provide students and teachers with necessary resources for integrating gaming into the technology education classroom (Clark, 2007). Additionally, the site hosted resources and information for a new competitive event in game art and design designated for a middle and high school student association. Findings from the study indicate that professionals and students from a variety of educational backgrounds view gaming as a valuable tool for instruction; over 90 percent of the 258 participants express their support for the use of computer/video game development in education.
- Subjects
EDUCATIONAL games; TECHNOLOGY education; ENGINEERING education; MATHEMATICS education; ACTIVITY programs in education
- Publication
Journal of STEM Education: Innovations & Research, 2009, Vol 10, Issue 1, p25
- ISSN
1557-5276
- Publication type
Article