Encyclopedia of Information Science and Technology, Fourth Edition 2018
DOI: 10.4018/978-1-5225-2255-3.ch554
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Mobile Game-Based Learning in STEM Subjects

Abstract: The acronym STEM – Science, Technology, Engineering, and Mathematics has entered the agenda of educational policies. The development of mobile game-based learning has been seen as a new line of research and technological development in the field of educational technology, STEM education and game design. These fields are rather new and intrinsically multidisciplinary, making it even more exciting. There is a growing interest in Mobile Game related research, whether strictly technological or applied in social co… Show more

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Cited by 3 publications
(6 citation statements)
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“…It is impossible to neglect to include content in digital games. All studies on educational digital game design emphasise the need for learning content for all ranges of user including children (Balli, 2018;Herodotou, 2018;Kiili & Ketamo, 2017;Lowrie, 2015; van den Heuvelhttp://ijlter.org/index.php/ijlter Panhuizen et al, 2013), teenagers (Lester et al, 2014;Marcelo Leandro et al, 2018;Mohd Jamel et al, 2019;Pedersen et al, 2016;Raffety et al, 2016), adults (Brown et al, 2018;Buijs-Spanjers et al, 2020;Gaspar et al, 2020;Kuk et al, 2012;Ross et al, 2014;Vecchia et al, 2015), and the elderly (Cota et al, 2015). In the STEM digital game context, we define STEM learning content as the scientific topic, themes, beliefs, concepts, and facts related to STEM that are often grouped within each subject or learning as part of the knowledge, skills, values and attitudes that are expected to be learned in the digital game.…”
Section: The Need For Stem Learning Contentmentioning
confidence: 99%
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“…It is impossible to neglect to include content in digital games. All studies on educational digital game design emphasise the need for learning content for all ranges of user including children (Balli, 2018;Herodotou, 2018;Kiili & Ketamo, 2017;Lowrie, 2015; van den Heuvelhttp://ijlter.org/index.php/ijlter Panhuizen et al, 2013), teenagers (Lester et al, 2014;Marcelo Leandro et al, 2018;Mohd Jamel et al, 2019;Pedersen et al, 2016;Raffety et al, 2016), adults (Brown et al, 2018;Buijs-Spanjers et al, 2020;Gaspar et al, 2020;Kuk et al, 2012;Ross et al, 2014;Vecchia et al, 2015), and the elderly (Cota et al, 2015). In the STEM digital game context, we define STEM learning content as the scientific topic, themes, beliefs, concepts, and facts related to STEM that are often grouped within each subject or learning as part of the knowledge, skills, values and attitudes that are expected to be learned in the digital game.…”
Section: The Need For Stem Learning Contentmentioning
confidence: 99%
“…However, this strategy might require a certain cost and only some of the selected students will be able to participate in this program. To make the realworld STEM experience more inclusive and assessable, digital games should be capable of supporting this strategy (Marcelo Leandro et al, 2018;Wu & Anderson, 2015).…”
Section: Introductionmentioning
confidence: 99%
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“…Educational games can be used to teach interdisciplinary concepts in many complex scientific issues in a more engaging way than traditional methods. Besides, simulations and serious games allow students to recreate difficult situations to try new answers or pose creative solutions [20]. In order to outline the potential of mobile gaming in STEM education, scholars provide a systematic review of the research context, methodologies, measures, tools, and mobile game features [37].…”
Section: Discussionmentioning
confidence: 99%
“…In recent years, more and more attention has been paid to STEM education. The acronym STEM (Science, Technology, Engineering, and Mathematics) has entered the agenda of educational policies, thereby provoking the identification of the most notable and emerging issues, trends, and challenges in STEM education for the coming years [20]. The focus of STEM is driving ICT in the economy based on knowledge through innovation and productivity, as well as preparing individuals to function in a science and technology-rich society [21].…”
Section: Mobile Learning and Stemmentioning
confidence: 99%