Video Games: A Route to Large-Scale STEM Education?
By Merrilea J. Mayo. Science, 2009
366 citations recorded by the source corpus.
Subfields: Computer Science Applications, Developmental and Educational Psychology
View Paper: https://www.semanticscholar.org/paper/b5b3003c30d260004192239a40e6596158ce38b2
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Science Applications
- Eric N. Wiebe
- Allison Lamb
- Zhihan Lv
- David J. Sharek
- David H. Uttal
- Megan Hardy Frankosky
- Cheryl Cohen
- S. Michael Gaddis
In Developmental and Educational Psychology
- Eric N. Wiebe
- Allison Lamb
- Zhihan Lv
- David J. Sharek
- David H. Uttal
- Megan Hardy Frankosky
- Cheryl Cohen
Citations in the corpus
- Analysis of Students’ Critical Thinking Skill of Middle School through STEM Education Project-Based Learning (2018, background): “The role of education as basic-career advancement has been aimed in the international setting (Mayo, 2009).”
- Measuring engagement in video game-based environments: Investigation of the User Engagement Scale (2014, methodology): “This study investigated the User Engagement Scale (UES), both in its original form as constructed by O’Brien and Toms (2010) and as a revised instrument based on a new exploratory factor analysis (UESz) conducted in the context of video game play.”
- Game On, Science - How Video Game Technology May Help Biologists Tackle Visualization Challenges (2013, background): “Such games can be a platform for education [37] as well as a place of study for academic fields such as social, behavioural and economic sciences [38].”
- Spatial Thinking and STEM Education. When, Why, and How? (2012, background): “We do not have enough workers to fill the demand in the short run, and the problem is only likely to get worse in the long run (Kuenzi, Matthews, & Mangan, 2007; Mayo, 2009; Sanders, 2009).”
- Our Princess Is in Another Castle (2012, background): “The studies by Mayo (2009), A. Harris et al. (2008), and Kebritchi (2008), which addressed all three areas of need, have led us to believe that learning and game objectives should be aligned in one-to-one correspondence, and the social interactions that make learning “situated” must be accounted…”