Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 3 |
Descriptor
Source
Journal of STEM Outreach | 3 |
Author
Alicia Bower | 1 |
Andrew Jameton | 1 |
Carey S. Ryan | 1 |
Coombs, Rachel | 1 |
Kami L. Tsai | 1 |
Lester, James | 1 |
Maurice Godfrey | 1 |
Morgan, Scott | 1 |
Ozer, Elizabeth | 1 |
Penilla, Carlos | 1 |
Randle, Atilla | 1 |
More ▼ |
Publication Type
Journal Articles | 3 |
Reports - Descriptive | 3 |
Education Level
Higher Education | 2 |
Junior High Schools | 2 |
Middle Schools | 2 |
Postsecondary Education | 2 |
Secondary Education | 2 |
High Schools | 1 |
Audience
Location
United Kingdom (Wales) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Morgan, Scott; Randle, Atilla; Coombs, Rachel; Yhnell, Emma – Journal of STEM Outreach, 2020
We describe the design, creation, and preliminary evaluation of a hands-on interactive game, "Giant Genes," which was developed to explain the concept of genetics and the central dogma of gene expression to audiences at Cardiff University's Brain Games. The Giant Genes game is a modified version of the traditional game "Jenga."…
Descriptors: Game Based Learning, Curriculum Development, Learner Engagement, Genetics
Spain, Randall; Penilla, Carlos; Ozer, Elizabeth; Taylor, Robert; Ringstaff, Cathy; Lester, James – Journal of STEM Outreach, 2021
The COVID-19 pandemic produced a dramatic nationwide shift in K-12 education from in-person classroom learning to remote online learning. This shift left teachers and parents facing the challenge of finding engaging online resources to motivate students to become deeply involved in science learning. The pandemic also left educators and…
Descriptors: Game Based Learning, COVID-19, Pandemics, School Closing
Alicia Bower; Kami L. Tsai; Carey S. Ryan; Rebecca Anderson; Andrew Jameton; Maurice Godfrey – Journal of STEM Outreach, 2018
We describe a game and teachers' experiences using it in their middle and high school science courses. The game, which is called "Luck of the Draw", was designed originally to engage medical students and later adopted for middle school, high school, and college students in genetics, and to encourage critical thinking about is-sues such…
Descriptors: Learner Engagement, Critical Thinking, Thinking Skills, Educational Games