2022
DOI: 10.3390/su14084519
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Rethinking the Ideology of Using Digital Games to Increase Individual Interest in STEM

Abstract: Using games to teach science, technology, engineering, and mathematics (STEM) can enhance the quality of education. The idea of using digital games to increase individual interest towards STEM has been implemented as gaming technology has evolved in the 21st century. A correlation exists between using digital games and the learning outcomes which suggests that incorporating digital games may develop interest; however, the theoretical discussion on how interest may be developed with digital games remains inconc… Show more

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Cited by 8 publications
(6 citation statements)
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References 86 publications
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“…High-performers' increased level of agreement in the Interests construct may be related to how much they enjoyed and persisted in completing the assigned tasks from the WHIMC-based modules. This result corroborates the findings that using a digital game in teaching may be successful in fostering STEM interest (Bonner and Dorneich, 2016;Saricam and Yildirim, 2021;Ishak et al, 2022). Development of additional WHIMC-based modules focused on ecology topics might be needed to conduct a further evaluation to confirm or contrast the result of this study.…”
Section: Discussionsupporting
confidence: 87%
See 1 more Smart Citation
“…High-performers' increased level of agreement in the Interests construct may be related to how much they enjoyed and persisted in completing the assigned tasks from the WHIMC-based modules. This result corroborates the findings that using a digital game in teaching may be successful in fostering STEM interest (Bonner and Dorneich, 2016;Saricam and Yildirim, 2021;Ishak et al, 2022). Development of additional WHIMC-based modules focused on ecology topics might be needed to conduct a further evaluation to confirm or contrast the result of this study.…”
Section: Discussionsupporting
confidence: 87%
“…The study suggests that games may be successful in increasing interest in STEM (Bonner and Dorneich, 2016). Further, the simultaneous presence of learning experiences and player self-determination while playing a STEM digital game might foster STEM interest (Ishak et al, 2022). The positive effects of digital games on student achievement, skills acquisition, motivation, and engagement have influenced educators, game developers, funding organizations, and researchers to use games across many platforms to teach STEM subjects (Bertozzi, 2014).…”
Section: Introductionmentioning
confidence: 99%
“…However, the three-design method practice can be simplified towards more universal attributes. These review findings correlated with the idea in most recent studies [25,86], where the elements within the discovered approaches can be extracted and grouped into theory, learning strategy, pedagogy, learning content, game elements, and game principle design. These six main classifications potentially serve as universal attributes for digital game design for educational purposes.…”
Section: Looking Forward and Future Perspectivesupporting
confidence: 68%
“…Learning is a process that helps an individual grow their physical, intellectual, emotional, and social traits to increase their knowledge and skills (Ishak et al, 2022). For students to grasp learning utilizing digital applications, which is beneficial for students in the future, several elements need to be addressed.…”
Section: Discussionmentioning
confidence: 99%