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Enriching STEM Education through Games and Simulations
PROCEEDINGS

, Ohio University, United States ; , MIT Scheller Teacher Education Program, United States ; , North Carolina State University, United States ; , Center for Innovative Education, Kean University, United States

Society for Information Technology & Teacher Education International Conference, in Las Vegas, Nevada, USA ISBN 978-1-880094-64-8 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA

Abstract

STEM education is a major focus of recent legislation and funding in Congress as the nation begins to realize that the necessary scientists and mathematicians, engineers and technologists are sadly lacking (Ashby, 2006). To that end, this panel seeks to present research in the area of digital games, simulations, and virtual worlds to support and enrich STEM education in K-12 classrooms. Educational virtual worlds and simulations can serve as the perfect tool to increase motivation, provide an element of enjoyment and add motivation for learning and mastery. For games to serve as educational tools they must rely on what Rieber (2003) refers to as serious play. He states that serious play must create an environment which allows its players to "experience first, explain later" (p. 4). It is an active process that requires the learner to investigate and invest in their education; the learner is a partner in his/her learning, and not a consumer of knowledge.

Citation

Chelberg, D., Perry, J., Annetta, L. & Searson, M. (2008). Enriching STEM Education through Games and Simulations. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2008--Society for Information Technology & Teacher Education International Conference (pp. 5343-5349). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE). Retrieved October 17, 2019 from .

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