2015 journal article

DIGITAL GAMEPLAY effects on young adolescents' science content learning

Research on Teaching and Learning with the Literacies of Young Adolescents, 10, 75–95.

By: H. Spires, M. Zheng & M. Bartlett

Source: NC State University Libraries
Added: August 6, 2018

2011 journal article

Enhancing 5th graders’ science content knowledge and self-efficacy through game-based learning

Computers & Education, 59(2), 497–504.

By: A. Meluso n, M. Zheng n, H. Spires n & J. Lester n

Contributors: A. Meluso n, M. Zheng n, H. Spires n & J. Lester n

author keywords: Collaborative learning; Interactive learning environments; Media and education; Simulation; Pedagogical issues
TL;DR: There were no differences between the two playing conditions; however, when conditions were collapsed, science content learning and self-efficacy significantly increased and future research should focus on the composition of collaboration interaction among game players to assess what types of collaborative tasks may yield positive learning gains. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Sources: Web Of Science, ORCID, NC State University Libraries, Crossref
Added: August 6, 2018

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