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Articles

Using Video Games in Science Instruction: Pedagogical, Social, and Concept-Related Aspects

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Pages 117-134 | Published online: 23 Jun 2009

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Read on this site (5)

Merav Hayak & Orit Avidov-Ungar. (2023) Knowledge and planning among teachers integrating digital game-based learning into elementary school classrooms. Technology, Pedagogy and Education 32:2, pages 239-255.
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Rebecca Louise Barnes. (2022) A protein purification card game develops subject knowledge and transferable skills. Journal of Biological Education 56:4, pages 365-375.
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Aroutis Foster & Mamta Shah. (2020) Principles for Advancing Game-Based Learning in Teacher Education. Journal of Digital Learning in Teacher Education 36:2, pages 84-95.
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Jerine Pegg, Dawn Wiseman & Carol Brown. (2015) Conversations About Science Education: A Retrospective of Science Education Research in CJSMTE. Canadian Journal of Science, Mathematics and Technology Education 15:4, pages 364-386.
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Aroutis Foster & Mamta Shah. (2015) The Play Curricular Activity Reflection Discussion Model for Game-Based Learning. Journal of Research on Technology in Education 47:2, pages 71-88.
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Articles from other publishers (14)

Carlos AndrésCaldas Quintero & Gary Alberto Cifuentes Álvarez. (2023) Serious Games and Computer Programming Competencies Development in Educational Contexts. IEEE Revista Iberoamericana de Tecnologias del Aprendizaje 18:1, pages 48-53.
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Jessika Natalia Chibuque Molano & Wilder Banoy Suárez. (2022) Los videojuegos y su contribución al desarrollo cognitivo y social en la niñez intermedia de Iberoamérica. Academia y Virtualidad 15:1, pages 11-28.
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Jessica Reuter, Marta Ferreira Dias, Marlene Amorim, Mara Madaleno & Claúdia Veloso. 2022. Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning. Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning 533 553 .
Cristyne Hébert, Jennifer Jenson & Tatyana Terzopoulos. (2021) “Access to technology is the major challenge”: Teacher perspectives on barriers to DGBL in K-12 classrooms. E-Learning and Digital Media 18:3, pages 307-324.
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Sergio Alloza Castillo & Flavio Escribano. 2021. Esports Research and Its Integration in Education. Esports Research and Its Integration in Education 128 147 .
Kamini Jaipal-Jamani & Candace Figg. 2019. Advanced Methodologies and Technologies in Media and Communications. Advanced Methodologies and Technologies in Media and Communications 50 61 .
Aroutis N. Foster, Mamta Shah & Matthew Duvall. 2019. Pre-Service and In-Service Teacher Education. Pre-Service and In-Service Teacher Education 477 510 .
Mamta Shah. 2019. Game-Based Assessment Revisited. Game-Based Assessment Revisited 185 210 .
Kamini Jaipal-Jamani & Candace Figg. 2018. Encyclopedia of Information Science and Technology, Fourth Edition. Encyclopedia of Information Science and Technology, Fourth Edition 3238 3247 .
Aroutis N. Foster, Mamta Shah & Matthew Duvall. 2016. Teacher Education. Teacher Education 371 403 .
Aroutis N. Foster, Mamta Shah & Matthew Duvall. 2015. Handbook of Research on Teacher Education in the Digital Age. Handbook of Research on Teacher Education in the Digital Age 380 411 .
Arnel F. Gutierrez. (2014) Development and Effectiveness of an Educational Card Game as Supplementary Material in Understanding Selected Topics in Biology. CBE—Life Sciences Education 13:1, pages 76-82.
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Karla R. Hamlen. (2013) Understanding Children’s Choices and Cognition in Video Game Play. Zeitschrift für Psychologie 221:2, pages 107-114.
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Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg & Nicole Husain. (2012) Challenges and opportunities: using a science-based video game in secondary school settings. Cultural Studies of Science Education 7:4, pages 783-805.
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