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Shute, Valerie J.; Smith, Ginny; Kuba, Renata; Dai, Chih-Pu; Rahimi, Seyedahmad; Liu, Zhichun; Almond, Russell – Grantee Submission, 2020
In honor of Jim Greer, we share our recent work--a design and development study of various learning supports embedded within the game "Physics Playground." This 2-dimensional computer game is designed to help students learn Newtonian physics and uses stealth assessment to measure, in real-time, their physics understanding. The game…
Descriptors: Physics, Educational Games, Computer Games, Science Education
Giannakos, Michail, Ed. – Lecture Notes in Educational Technology, 2020
This book introduces the reader to evidence-based non-formal and informal science learning considerations (including technological and pedagogical innovations) that have emerged in and empowered the information and communications technology (ICT) era. The contributions come from diverse countries and contexts (such as hackerspaces, museums,…
Descriptors: Nonformal Education, Informal Education, Science Education, Computer Uses in Education
Herrero, David; del Castillo, Héctor; Monjelat, Natalia; García-Varela, Ana Belén; Checa, Mirian; Gómez, Patricia – Journal of New Approaches in Educational Research, 2014
Scientific literacy is more than the simple reproduction of traditional school science knowledge and requires a set of skills, among them identifying scientific issues, explaining phenomena scientifically and using scientific evidence. Several studies have indicated that playing computer games in the classroom can support the development of…
Descriptors: Evolution, Biology, Scientific Literacy, Computer Games
Metcalf, Shari; Chen, Jason; Kamarainen, Amy; Frumin, Kim; Vickrey, Trisha; Grotzer, Tina; Dede, Chris – International Journal of Virtual and Personal Learning Environments, 2014
In incorporating technology in science education, some have expressed concern that the value added by technology is primarily due to the novelty or excitement about using the devices, resulting in no lasting effect on student motivation or learning in science. This research addresses this concern through evaluation of student motivation during a…
Descriptors: Student Motivation, Virtual Classrooms, Computer Uses in Education, Computer Simulation
Peer reviewedEquity & Excellence in Education, 2000
Describes two efforts to promote equity within the educational system. Teaching SMART is an equity-based staff development program for elementary teachers designed to produce systemic change in the classroom by improving science education. The other effort involves developing computer games that are engaging and educationally rich for both girls…
Descriptors: Computer Games, Computer Uses in Education, Elementary Secondary Education, Equal Education
Boyle, Tom; And Others – 1994
Six conference panel discussions on uses of technology in education are presented. The first panel, "The Use of Hypermedia in the Teaching and Learning of Programming" (Tom Boyle, Chair, and others) discusses achievements in hypermedia-based instruction, design needs, and experiences. The second panel, "Virtual Clayoquot Video…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Mediated Communication, Computer Uses in Education
Peer reviewedJournal of Computers in Mathematics and Science Teaching, 1989
Summarizes eight papers from the 1989 National Educational Computing Conference (NECC). The papers describe: (1) programs for teaching physical science, astronomy, and mathematics; (2) integrating telecommunications into school science; (3) use of models and simulations; and (4) the 1988 Association for the Education of Teachers in Science…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Oriented Programs, Computer Simulation
Kloza, Brad – Instructor, 2000
Presents a collection of computer software programs designed to spark learning enthusiasm at every grade level and across the curriculum. They include Reader Rabbit's Learn to Read, Spelling Power, Mind Twister Math, Community Construction Kit, Breaking the Code, Encarta Africana 2000, Virtual Serengeti, Operation: Frog (Deluxe), and My First…
Descriptors: Beginning Reading, Class Activities, Computer Games, Computer Software

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