Search results for author:"Troy D. Sadler"
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Journal of Science Education and Technology Vol. 22, No. 2 (April 2013) pp. 124–132
This paper looks at the conceptual differences between video game learning and traditional classroom and laboratory learning. It explores the notion of virtual experience by comparing a commonly used high school laboratory protocol on DNA extraction ...
American Biology Teacher Vol. 75, No. 1 (January 2013) pp. 29–33
The educational video game Mission Biotech provides a virtual experience for students in learning biotechnology materials and tools. This study explores the use of Mission Biotech and the associated curriculum by three high school teachers and their ...
Measuring Changes in Interest in Science and Technology at the College Level in Response to Two Instructional Interventions
Research in Science Education Vol. 46, No. 3 (2016) pp. 309–327
Improving interest in science, technology, engineering, and mathematics (STEM) is crucial to widening participation and success in STEM studies at the college level. To understand how classroom and extracurricular interventions affect interest, it...
Information Literacy for Science Education: Evaluating Web-Based Materials for Socioscientific Issues
Science Scope Vol. 31, No. 8 (April 2008) pp. 62–65
Students who engage in scientific inquiry must be able to evaluate the processes and evidence used to reach conclusions about scientific issues, regardless of whether the process is conducted in the classroom or through an information search on the...
Science Educator Vol. 20, No. 1 (2011) pp. 44–48
The state of education in the United States, particularly in the areas of science, mathematics and technology, has been a consistent source of concern since at least the early 1980s when student performance on the 1986 National Assessment of...
Computers & Education Vol. 66, No. 1 (August 2013) pp. 11–24
Research in education suggests that computer games can serve as powerful learning environments, however, teachers perceive many obstacles to using games as teaching tools. In this study, we examine three science teachers' implementation and...
Research in Science Education Vol. 37, No. 4 (October 2007) pp. 371–391
The question of what students gain by engaging in socioscientific inquiry is addressed in two ways. First, relevant literature is surveyed to build the case that socioscientific issues (SSI) can serve as useful contexts for teaching and learning...
Journal of Science Education and Technology Vol. 22, No. 2 (April 2013) pp. 133–147
The impacts of biotechnology are found in nearly all sectors of society from health care and food products to environmental issues and energy sources. Despite the significance of biotechnology within the sciences, it has not become a prominent trend ...
Research in Science & Technological Education Vol. 32, No. 3 (2014) pp. 281–297
Background: Science educators have sought to structure collaborative inquiry learning through the assignment of static group roles. This structural approach to student grouping oversimplifies the complexities of peer collaboration and overlooks the...
Cognitive diagnostic like approaches using neural-network analysis of serious educational videogames
Computers & Education Vol. 70, No. 1 (January 2014) pp. 92–104
There has been an increase in student achievement testing focusing on content and not underlying student cognition. This is of concern as student cognition provided for a more generalizable analysis of learning. Through a cognitive diagnostic...
The Classroom Observation Protocol for Socioscientific Issue-Based Instruction: Development and Implementation of a New Research Tool
Research in Science & Technological Education Vol. 36, No. 3 (2018) pp. 302–323
Background: For the past decade, science educators have been exploring the use of Socio-scientific Issues (SSI) as contexts for science teaching and learning, and research indicates that doing so can support significant learning gains. However,...
Journal of Science Education and Technology Vol. 16, No. 1 (February 2007) pp. 59–82
In this paper we describe our research using a multi-user virtual environment, "Quest Atlantis," to embed fourth grade students in an aquatic habitat simulation. Specifically targeted towards engaging students in a rich inquiry investigation, we...
Journal of Research in Science Teaching Vol. 50, No. 4 (April 2013) pp. 479–499
Video games have become a popular medium in our society, and recent scholarship suggests that games can support substantial learning. This study stems from a project in which we created a video game enabling students to use biotechnology to solve a...