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Video Gaming for STEM Education
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Author(s): Kim J. Hyatt (Carnegie Mellon University, USA), Jessica L. Barron (Duquesne University, USA)and Michaela A. Noakes (Duquesne University, USA)
Copyright: 2013
Pages: 15
Source title:
Cases on E-Learning Management: Development and Implementation
Source Author(s)/Editor(s): Harrison Hao Yang (State University of New York at Oswego, USA)and Shuyan Wang (The University of Southern Mississippi, USA)
DOI: 10.4018/978-1-4666-1933-3.ch005
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Abstract
Therefore, this chapter will explore the vast world of video games and the opportunities for instructors to incorporate them into lesson planning. The basis of this empirical work is to align the guiding principles of STEM with the identification of accessible games, based upon learning principles and assessment strategies. The challenge for 21st century educators will be how to bridge the gap between the traditional development of skill sets to meet workforce demands in a dynamically changing global economy that simultaneously creates employees who are capable of innovation, collaboration, and deep critical thinking.
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