Games for science and engineering education
By Merrilea J. Mayo. CACM, 2007
312 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Computer Science Applications, Developmental and Educational Psychology
View Paper: https://www.semanticscholar.org/paper/a9d4ed7d7a51aaac0f12720989b014fb10697aa6
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
In Computer Science Applications
In Developmental and Educational Psychology
- Jan L. Plass
- Bruce D. Homer
- Paul A. O’Keefe
- Zhihan Lv
- Ming-Chaun Li
- Chin-Chung Tsai
- Elizabeth O. Hayward
- Jyh‐Chong Liang
Citations in the corpus
- Touch-less interactive augmented reality game on vision-based wearable device (2015, background): “application field of pervasive game widely ranges from daily life [3] to education [50], city experience [20], cultural heritage [10], library exploration [19], mobility training [49], environmental sustainability [61] and traffic [8], for tourists”
- Game-Based Learning in Science Education: A Review of Relevant Research (2013, background): “To deal with the abovementioned problem, learning by playing digital games has been advocated as a promising approach to implementing science education (e.g., Barab and Dede 2007; Maxmen 2010; Mayo 2007).”
- The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation (2013, result): “Proponents of digital game-based learning have argued that well-designed games embody educational and learning theory and are in line with some of the “best practices” of education (e.g., Barab, Ingram-Goble, & Warren, 2008; Collins & Halverson, 2009; Gee, 2003; Mayo, 2007; Shaffer, 2008; Squire, 20”