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Compiled by Gloria Schramm

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    • A New Design Approach to game or play based learning

      Larsen, L.J. (2011). A New Design Approach to game or play based learning. In T. Bastiaens & M. Ebner (Eds.), Proceedings of ED-MEDIA 2011--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 1104-1110). Lisbon, Portugal: Association for the Advancement of Computing in Education (AACE).

    • K-12 Teachers Encounter Digital Games: A Qualitative Investigation of Teachers' Perceptions of the Potential of Digital Games for K-12 Education

      Dickey, M.D. (2015). K-12 Teachers Encounter Digital Games: A Qualitative Investigation of Teachers' Perceptions of the Potential of Digital Games for K-12 Education. Interactive Learning Environments, 23(4), 485-495.

    • “The Quest” Narrative for K12 Game-based Learning: A Case Study of Using “The Quest” as a Model for Game-based Learning Design for K12 Teachers.

      Dickey, M. (2020). “The Quest” Narrative for K12 Game-based Learning: A Case Study of Using “The Quest” as a Model for Game-based Learning Design for K12 Teachers. In D. Schmidt-Crawford (Ed.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 561-568). Online: Association for the Advancement of Computing in Education (AACE).

    • Systematic Review of Enjoyment Element in Health-Related Game-Based Learning

      Ab Jalil, H., Nasharuddin, N., Marlisah, E., Nazan, A., Ismail, I., Ma’rof, A., Rusdi, N. & Zaremohzzabieh, Z. (2020). Systematic Review of Enjoyment Element in Health-Related Game-Based Learning. International Journal of Emerging Technologies in Learning (iJET), 15(21), 40-57. Kassel, Germany: International Journal of Emerging Technology in Learning.

    • The effectiveness of digital game-based vocabulary learning: A framework-based view of meta-analysis

      Chen, M., Tseng, W. & Hsiao, T. (2018). The effectiveness of digital game-based vocabulary learning: A framework-based view of meta-analysis. British Journal of Educational Technology, 49(1), 69-77. Wiley.

    • Effect of Curriculum-Based Video Games on Students’ Performance: An Experimental Study

      Baig, A. & Alotaibi, A. (2020). Effect of Curriculum-Based Video Games on Students’ Performance: An Experimental Study. International Journal of Emerging Technologies in Learning (iJET), 15(22), 244-257. Kassel, Germany: International Journal of Emerging Technology in Learning.

    • A Conceptual Engagement Framework for Gamified E-Learning Platform Activities

      Abdulaziz Alsubhi, M., Sahari, N. & Tengku Wook, T. (2020). A Conceptual Engagement Framework for Gamified E-Learning Platform Activities. International Journal of Emerging Technologies in Learning (iJET), 15(22), 4-23. Kassel, Germany: International Journal of Emerging Technology in Learning.

    • Impact of innovative STEAM education practices on teacher professional development and 3-6 year old children’s competence development

      Monkeviciene, O., Autukeviciene, B., Kaminskiene, L. & Monkevicius, J. (2020). Impact of innovative STEAM education practices on teacher professional development and 3-6 year old children’s competence development. Journal of Social Studies Education Research, 11(4), 1-27.

    • Increasing Students Critical Thinking Skills and Learning Motivation Using Inquiry Mind Map

      Sari, R., Sumarmi, S., Astina, I., Utomo, D. & Ridhwan, R. (2021). Increasing Students Critical Thinking Skills and Learning Motivation Using Inquiry Mind Map. International Journal of Emerging Technologies in Learning (iJET), 16(3), 4-19. Kassel, Germany: International Journal of Emerging Technology in Learning.

    • Examining Game Design Features for Identity Exploration and Change

      Foster, A. & Shah, M. (2016). Examining Game Design Features for Identity Exploration and Change. Journal of Computers in Mathematics and Science Teaching, 35(4), 369-384. Waynesville, NC USA: Association for the Advancement of Computing in Education (AACE).

    • Preparing Teachers for Integration of Digital Games in K-12 Education

      Shah, M. & Foster, A. (2016). Preparing Teachers for Integration of Digital Games in K-12 Education. In G. Chamblee & L. Langub (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 2349-2356). Savannah, GA, United States: Association for the Advancement of Computing in Education (AACE).

    • Developing Science Identities through Games: An Analysis of Game Design Features that Support Identity Exploration

      Foster, A., Barany, A., Shah, M., Galoyan, T., Moeung, H., Im, S., Brown, D. & Watanabe, M. (2018). Developing Science Identities through Games: An Analysis of Game Design Features that Support Identity Exploration. In E. Langran & J. Borup (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 416-425). Washington, D.C., United States: Association for the Advancement of Computing in Education (AACE).

    • Teacher competencies in game-based pedagogy

      Nousiainen, T., Kangas, M., Rikala, J. & Vesisenaho, M. (2018). Teacher competencies in game-based pedagogy. Teaching and Teacher Education: An International Journal of Research and Studies, 74(1), 85-97. Elsevier Ltd.

    • Developing Third-Grade Students’ Computational Thinking Skills with Educational Robotics

      Angeli, C. & Makridou, E. (2018). Developing Third-Grade Students’ Computational Thinking Skills with Educational Robotics. In E. Langran & J. Borup (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 1-8). Washington, D.C., United States: Association for the Advancement of Computing in Education (AACE).

    • Promoting Teachers’ Identity Exploration: The Way Forward in Teacher Education for Game-Based Learning

      Shah, M. & Foster, A. (2018). Promoting Teachers’ Identity Exploration: The Way Forward in Teacher Education for Game-Based Learning. In E. Langran & J. Borup (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 486-494). Washington, D.C., United States: Association for the Advancement of Computing in Education (AACE).

    • The role of elementary school students’ scientific epistemic beliefs in a digital game-based learning environment

      Chiu, Y.J., Hsu, C.Y., Liang, J.C., Lin, T.J. & Tsai, C.C. (2018). The role of elementary school students’ scientific epistemic beliefs in a digital game-based learning environment. In T. Bastiaens, J. Van Braak, M. Brown, L. Cantoni, M. Castro, R. Christensen, G. Davidson-Shivers, K. DePryck, M. Ebner, M. Fominykh, C. Fulford, S. Hatzipanagos, G. Knezek, K. Kreijns, G. Marks, E. Sointu, E. Korsgaard Sorensen, J. Viteli, J. Voogt, P. Weber, E. Weippl & O. Zawacki-Richter (Eds.), Proceedings of EdMedia: World Conference on Educational Media and Technology (pp. 1138-1142). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE).

    • How Engaged are Our Students? Using Analytics to Identify Students At-risk

      Williams, T., Morton, J., Kilgour, P. & Northcote, M. (2018). How Engaged are Our Students? Using Analytics to Identify Students At-risk. In T. Bastiaens, J. Van Braak, M. Brown, L. Cantoni, M. Castro, R. Christensen, G. Davidson-Shivers, K. DePryck, M. Ebner, M. Fominykh, C. Fulford, S. Hatzipanagos, G. Knezek, K. Kreijns, G. Marks, E. Sointu, E. Korsgaard Sorensen, J. Viteli, J. Voogt, P. Weber, E. Weippl & O. Zawacki-Richter (Eds.), Proceedings of EdMedia: World Conference on Educational Media and Technology (pp. 122-128). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE).

    • Alien Rescue: A 3D Problem-Based Learning Game

      Liu, M., Li, C. & Pan, Z. (2018). Alien Rescue: A 3D Problem-Based Learning Game. In T. Bastiaens, J. Van Braak, M. Brown, L. Cantoni, M. Castro, R. Christensen, G. Davidson-Shivers, K. DePryck, M. Ebner, M. Fominykh, C. Fulford, S. Hatzipanagos, G. Knezek, K. Kreijns, G. Marks, E. Sointu, E. Korsgaard Sorensen, J. Viteli, J. Voogt, P. Weber, E. Weippl & O. Zawacki-Richter (Eds.), Proceedings of EdMedia: World Conference on Educational Media and Technology (pp. 1203-1209). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE).

    • Game-based Learning: Concept and Practical Examples

      Oded, I. & Oded, Y. (2019). Game-based Learning: Concept and Practical Examples. In S. Carliner (Ed.), Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 749-752). New Orleans, Louisiana, United States: Association for the Advancement of Computing in Education (AACE).

    • From Learning Game to Adaptive Ubiquitous Game Based Learning

      Bennis, L. & Amali, S. (2019). From Learning Game to Adaptive Ubiquitous Game Based Learning. International Journal of Emerging Technologies in Learning (iJET), 14(16), 55-65. Kassel, Germany: International Journal of Emerging Technology in Learning.

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