2012
DOI: 10.1007/s10956-012-9421-9
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Students’ and Teachers’ Perceptions of Using Video Games to Enhance Science Instruction

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Cited by 45 publications
(33 citation statements)
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References 30 publications
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“…Teachers experiencing their own form of subjective 'success' are more likely to want to use DGP again Believer teachers felt they experienced subjective success when using DGP in the classroom. Similarly, several studies (Becker and Jacobsen 2005;Marino et al 2013;Rosas et al 2003) found that teachers' acceptance of DGP in the classroom increased after teachers had used them. None of these studies examined what might happen if a teacher felt that their experience with using DGP was an unsuccessful one.…”
Section: The Importance Of Identifying As An Educational Technology Imentioning
confidence: 85%
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“…Teachers experiencing their own form of subjective 'success' are more likely to want to use DGP again Believer teachers felt they experienced subjective success when using DGP in the classroom. Similarly, several studies (Becker and Jacobsen 2005;Marino et al 2013;Rosas et al 2003) found that teachers' acceptance of DGP in the classroom increased after teachers had used them. None of these studies examined what might happen if a teacher felt that their experience with using DGP was an unsuccessful one.…”
Section: The Importance Of Identifying As An Educational Technology Imentioning
confidence: 85%
“…None of these studies examined what might happen if a teacher felt that their experience with using DGP was an unsuccessful one. It is evident, however, that teachers in Marino et al (2013)'s study felt their use of DGP had been successful. For example, teachers in the Marino et al (2013)'s study believed that the DG prompted more social learning to occur and they felt that it worked well for students who didn't perform well with traditional teaching.…”
Section: The Importance Of Identifying As An Educational Technology Imentioning
confidence: 91%
See 1 more Smart Citation
“…This suggests that science teachers' preparation and their use of technologies are closely linked to goals, scientific inquiries, and assessments. Marino, Israel, Beecher, and Basham (2013) reported, after investigating middle school students' use of video games, that teachers who participated in the study thought that the video games linked to national science benchmarks, and assessments within games had more promise. Connecting technologies to science planning and instructional implementation and making more explicit technology integration efforts in teacher preparation are an area in need of more research.…”
Section: Preparing Elementary Science Teachers To Integrate Emerging mentioning
confidence: 99%
“…We have chosen videogames over other possibilities because there is a clear and potentially fruitful connection with the imagistic aspects of video games and our conceptions of utopia. Well-designed games can include utopian affordances that improve engagement and learning across a range of ability levels (Marino et al, 2013(Marino et al, , 2014. We will discuss aspects of video games and simulations that have been identified as a means to improve student engagement in collaborative discourse, dialogue and literacy (National Research Council, 2011).…”
Section: Utopia Gaming and E-learningmentioning
confidence: 99%