2021
DOI: 10.3926/jotse.1163
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Virtual escape room and STEM content: Effects on the affective domain on teacher trainess

Abstract: In recent times, there has been growing disinterest by students in STEM disciplines (science, technology, engineering, and mathematics). This trend is especially acute in those students who do not take STEM content during their secondary or high school education. This disinterest might be conditioned by negative emotions towards science developed by students during the different educational stages, even from an early age. In this sense, active teaching methodologies, such as gamification, play a fundamental ro… Show more

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Cited by 10 publications
(9 citation statements)
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“…STEM (science, technology, engineering and math) education is attracting lately the attention of researchers (Çalış, 2020;Kartika, Susanti & Indriyanti, 2021;Kilty, Burrows, Welsh, Kilty, McBride & Bergmaier, 2021;Yllana-Prieto, Jeong & González-Gómez, 2021). This is because STEM education follows the multidisciplinary and integrative approaches, so it can serve more than one discipline at the same time.…”
Section: Introductionmentioning
confidence: 99%
“…STEM (science, technology, engineering and math) education is attracting lately the attention of researchers (Çalış, 2020;Kartika, Susanti & Indriyanti, 2021;Kilty, Burrows, Welsh, Kilty, McBride & Bergmaier, 2021;Yllana-Prieto, Jeong & González-Gómez, 2021). This is because STEM education follows the multidisciplinary and integrative approaches, so it can serve more than one discipline at the same time.…”
Section: Introductionmentioning
confidence: 99%
“…Other than that, this study fills the gaps in the research mentioned earlier and provides valuable suggestions and recommendations for future studies on gamified flipped classrooms. Apart from that, SDT [5], [17]- [19], [22], [32], [34], [39], [40], [44], [48], [50]- [55] became the basis of the majority of gamified flipped classrooms study.…”
Section: Discussionmentioning
confidence: 99%
“…Students' involvement in the pre-class activities of the FC increased significantly while using the GFC mode of instruction compared to the control group. [44] Motivation, interest and fun Happiness, pleasure, and enjoyment are three good emotions that dramatically rise following the intervention. [45] Student motivation Gamification can increase student motivation and engagement in beneficial ways.…”
Section: [13] Students' Achievement and Perceptionsmentioning
confidence: 99%
“…Involving students in real-life projects could train students to actively learn as well as demonstrate critical thinking, science process skill, problem-solving skills, increase students' interests, experiences, and participation in learning, and boost motivation and problem-solving skills (Apriwanda, Mahanan, Ibrahim, Surif, Osman & Bunyamin, 2021;Chiang & Lee, 2016;Rambocas & Sastry, 2017;Uziak, 2016). STEM was first coined by the National Science Foundation (NSF) in 1990 as an acronym for Science, Technology, Engineering, and Mathematics, but the concept started to gain popularity in 2003 (Yllana-Prieto, Jeong & González-Gómez, 2021). Science is the systematic study of the nature and behavior of material and physical universe, based on observations, experiments, and measurements, and the formulation of laws to describe facts in general (White, 2014).…”
Section: Introductionmentioning
confidence: 99%