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Preparing for the Future with Games for Learning: Using Video Games and Simulations to Engage Students in Science, Technology, Engineering, and Math

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Pages 150-164 | Published online: 28 Nov 2011
 

Abstract

Problems facing the United States and the world today are complex, and the solutions require an innovative workforce, a population with critical thinking and problem solving skills. As the need for people in science, technology, engineering, and math careers continues to grow, the number of students graduating American universities with degrees in these disciplines is decreasing. Reversing this trend requires action at the national (macro-level), and at the classroom (micro-level). For the past three years, Tech Matters has been working with a local university and the kindergarten through 12th-grade school district to address barriers to the integration of science, technology, engineering, and math in the classroom through development and use of computer gaming and simulations. The successful proof of concept of Games for Learning Collaboratory has paved the way for further development.

Notes

Ross C. DeVol, Kevin Klowden, and Benjamin Yeo, “State Technology and Science Index 2010: Enduring Lessons for the Intangible Economy,” Milken Institute, Executive Summary, January 2011, 19.

Brooke Noel Moore and Richard Parker, Critical Thinking, 7th ed. (McGraw Hill, 2004).

Ioannis Miaoulis, President of Boston Museum of Science, Keynote Address, STEMgrants Virtual Conference organized and run by Paul Secor of Secor Strategies, LLC, 1 March 2011.

See Thomas D. Taverney and James D. Rendleman, “Engineering Global Leadership,” in this issue of Astropolitics.

William E. Dugger, Evolution of STEM in the United States, http://www.iteaconnect.org/Resources/PressRoom/AustraliaPaper.pdf (accessed April 2011).

“Enhancing Science, Technology, Engineering, and Mathematics Education (STEM) Act,” http://honda.house.gov/index.php?option=com_content&view=article&id=92&Itemid=210#faq (accessed April 2011).

NAEP, “Governing Board Awards WestEd $1.86 Million Contract To Develop First-Ever Technological Literacy Framework,” http://www.edgateway.net/cs/naepsci/print/docs/463 (accessed April 2011).

“President Obama's Plan to Win the Future by Preparing 100,000 World-Class Math and Science Teachers,” http://www.stemedcoalition.org/wp-content/uploads/2011/01/SOTU-Factsheet-STEM.pdf (accessed April 2011).

The Alliance for Science and Technology Research in America (ASTRA), “Georgia STEMEd Report Card,” http://www.aboutastra.org/toolkit/state.asp (accessed April 2011).

News from the National Academies, http://www.usinnovation.org/files/ReportonImprovingK-12EngineeringEducation909.pdf (accessed April 2010).

Ioannis Miaoulis (note 3).

GaDOE, “NETS-S Performance Tasks,” https://www.georgiastandards.org/standards/Pages/NETS-S-Performance-Tasks.aspx (accessed April 2011).

District of Columbia Public Schools, http://www.dc.gov/DCPS/In+the+Classroom/Academic+Offerings/STEM+(Science,+Technology,+Engineering,+Math)+Schools (accessed April 2011).

GaDOE, “AP STEM Schools,” http://www.doe.k12.ga.us/pea_communications.aspx?ViewMode=1&obj=2013 (accessed April 2011).

Ibid.

James Paul Gee, What Video Games Have to Teach Us about Learning and Literacy, 2nd ed. (Palgrave McMillan, 2007), 87–88.

Ibid.

Ibid., 221–22.

National Research Council, Learning Science: Computer Games, Simulations, and Education, (National Academies Press, 2011).

Ibid., 1–2.

Ibid., 3–2.

Doug Hearrington is an Assistant Professor in Instructional Technology at Kennsesaw State University (KSU). KSU's Bagwell College of Education received a Title II Improving Teacher Quality Grant from which Project OWL was developed. Project OWL provides a virtual space enabling students to enter as avatars to work on projects within the multiuser virtual environment. This project provides for experiential learning in STEM subjects as the students can simulate developing solutions to problems, try them in a safe environment, and modify the solutions.

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