Related papers: Drawing Science: an interdisciplinary, playful, an…
We extend the theory of disciplinary integration of games for science education beyond the virtual world of games, and identify two key themes of a practice-based theoretical commitment to science learning: (1) materiality in the classroom…
Scientific communication inside and outside the classroom is the main means for providing an adequate understanding of how science and technological innovation relate to society. In order to achieve this goal, it is important to explore new…
The purpose of this work is to explore a teaching methodology aimed at communicating topics and subjects not typically studied and analyzed in the (Italian) secondary school. We focused specifically on the use of videogames as a…
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer.…
The design of a serious game is presented that served as an instrument to motivate and aid to Physics education using active and ludic learning, specifically the topic of free fall of objects, with diverse educational purposes, first to…
Learning to code, and more broadly, learning about computer science is a growing field of activity and research. Under the label of computational thinking, computational concepts are increasingly used as cognitive tools in many subject…
This paper examines the integration of STEAM (Science, Technology, Engineering, Arts, and Mathematics) into education, emphasizing the inclusion of the Arts to foster creativity alongside traditional STEM skills. STEAM encourages…
Robotics sets have been successfully used in elementary and secondary schools in conformance with the 'learning through play' philosophy fostered by LEGO Education, while utilizing the Constructionism didactic approach. Learners discover…
In this paper I describe an in-class discussion activity aimed at helping elementary education majors in a physical science course think about issues surrounding the inclusion of "Intelligent Design" in public school science standards. I…
We describe a variant of the popular game "Pictionary" based on terms used in elementary and high school physics. We believe that drawing of physical terms helps students develop a deeper understanding of physical concepts behind them, as…
This paper presents an innovative pedagogical framework employing tangible interactive games to enhance artificial intelligence (AI) knowledge and literacy among elementary education students. Recognizing the growing importance of AI…
Recently there have been multiple calls for curricular reforms to develop new pathways to the science, technology, engineering and math (STEM) disciplines. The Marble Game answers these calls by providing a conceptual framework for…
In this article we present and discuss a didactic activity that combines epistemic aspects of the nature of science (NOS) and a simple, relatively low-cost experiment on electromagnetic induction. The aim of the activity is for students to…
The evolution of science education is a dynamic process driven by advances in pedagogy, technology, and especially, our understanding of how students learn. Educators are exploring innovative teaching and learning methodologies such as…
Accessibility education has been rarely incorporated into the high school curricula. This is a missed opportunity to equip next-generation software designers and decision-makers with knowledge, awareness, and empathy regarding accessibility…
Education is a goal-oriented field. But if we want to treat education scientifically so we can accumulate, evaluate, and refine what we learn, then we must develop a theoretical framework that is strongly rooted in objective observations…
Augmented Reality (AR) learning games, on average, have been shown to have a positive impact on student learning. However, the exploration of AR learning games in special education settings, where accessibility is a concern, has not been…
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational…
Scientific research involves mathematical modelling in the context of an interactive balance between theory, experiment and computation. However, computational methods and tools are still far from being appropriately integrated in the high…
Mathematical reasoning with algebraic and graphical representations is essential for success in physics courses. Many problems require students to fluently move between algebraic and graphical representations. We developed a freely…