Podcast
Questions and Answers
What is a primary predictor of technological integration in teaching practice?
What is a primary predictor of technological integration in teaching practice?
- Pedagogical knowledge
- Teacher self-efficacy (correct)
- Student engagement
- Curriculum content
What must teacher candidates (TCs) develop to successfully create digital video games (DVGs)?
What must teacher candidates (TCs) develop to successfully create digital video games (DVGs)?
- Mathematical skills
- Programming skills (correct)
- Business acumen
- Artistic skills
Which component is not explicitly stated as necessary for successful technology integration in STEM?
Which component is not explicitly stated as necessary for successful technology integration in STEM?
- Liberal arts education (correct)
- Technological integration strategies
- Computational thinking and coding
- Engineering and design thinking
What is suggested as a catalyst for exploring new educational tools in STEM?
What is suggested as a catalyst for exploring new educational tools in STEM?
To boost TCs' self-efficacy regarding technology, what should be modeled across various disciplines?
To boost TCs' self-efficacy regarding technology, what should be modeled across various disciplines?
Which group does not fall under the identified key stakeholders for STEM education discussions?
Which group does not fall under the identified key stakeholders for STEM education discussions?
What curriculum change is necessary for effective technology integration in K-12 education?
What curriculum change is necessary for effective technology integration in K-12 education?
Why is it important for teacher educators to examine their self-efficacy regarding technology?
Why is it important for teacher educators to examine their self-efficacy regarding technology?
Which aspect of learning does the practice arena in the game utilize?
Which aspect of learning does the practice arena in the game utilize?
What is the primary focus of the DVG creation in STEM education?
What is the primary focus of the DVG creation in STEM education?
What realization did some girls express during the in-class work?
What realization did some girls express during the in-class work?
What is the primary goal of utilizing Digital Video Games (DVGs) in STEM education according to the authors?
What is the primary goal of utilizing Digital Video Games (DVGs) in STEM education according to the authors?
Which framework is highlighted for effectively developing DVGs?
Which framework is highlighted for effectively developing DVGs?
Which skill is NOT mentioned as being enhanced through the development of DVGs?
Which skill is NOT mentioned as being enhanced through the development of DVGs?
What is NOT a goal of the initiatives discussed in the content about STEM education?
What is NOT a goal of the initiatives discussed in the content about STEM education?
What are teachers prepared to do through the creation of DVGs?
What are teachers prepared to do through the creation of DVGs?
What does computational thinking involve in the context of developing DVGs?
What does computational thinking involve in the context of developing DVGs?
Which of the following best describes the role of digital games in STEM education as indicated in the content?
Which of the following best describes the role of digital games in STEM education as indicated in the content?
Which publication focuses on the state of STEM labor markets?
Which publication focuses on the state of STEM labor markets?
Which article addresses the insights gained from implementing a scientific literacy approach?
Which article addresses the insights gained from implementing a scientific literacy approach?
What does the NRC (2011) framework focus on?
What does the NRC (2011) framework focus on?
Flashcards
Okazaki's Revenge
Okazaki's Revenge
A gamified approach to teaching prokaryotic DNA replication, inspired by the movie "Innerspace", where players assume the role of a nanobot technician.
DNA replication
DNA replication
The process of creating an exact copy of a DNA molecule, essential for cell division and growth.
Nanobots
Nanobots
Nano-sized robots that are designed to help with DNA replication and destroy cancer cells in the game.
Enzymes
Enzymes
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Game Mechanics
Game Mechanics
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Practice Arena
Practice Arena
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Zone of Proximal Development
Zone of Proximal Development
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Teaching Module
Teaching Module
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Base Pair Spacing
Base Pair Spacing
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DNA Diameter
DNA Diameter
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Base Pairs Per Turn
Base Pairs Per Turn
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DNA Unwinding
DNA Unwinding
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DNA Gyrase
DNA Gyrase
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RNA Primer
RNA Primer
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DNA Polymerase
DNA Polymerase
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Computational thinking
Computational thinking
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Educational Design Process (EDP)
Educational Design Process (EDP)
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Digital Video Games (DVGs) in STEM
Digital Video Games (DVGs) in STEM
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DVGs in teacher education
DVGs in teacher education
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Integrated STEM Education
Integrated STEM Education
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Transfer of knowledge
Transfer of knowledge
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STEM literacy
STEM literacy
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Developing DVGs for STEM learning
Developing DVGs for STEM learning
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Teacher Self-Efficacy in Technology
Teacher Self-Efficacy in Technology
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Teacher Beliefs about Technology
Teacher Beliefs about Technology
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Technological Integration in STEM
Technological Integration in STEM
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Affordances of Technological Applications
Affordances of Technological Applications
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STEM Teaching and Learning
STEM Teaching and Learning
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Engineering and Design Thinking
Engineering and Design Thinking
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Computational Thinking and Coding
Computational Thinking and Coding
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Video Games in Education
Video Games in Education
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Gamification
Gamification
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Avatar Identification
Avatar Identification
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Future-Oriented Learning
Future-Oriented Learning
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Nature of Science
Nature of Science
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STEM Education Innovation
STEM Education Innovation
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Digital Scientific Timelines
Digital Scientific Timelines
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STEM Skills Demand
STEM Skills Demand
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Study Notes
Chapter 6: Digital Video Games (DVGs) in STEM Education
- Education policy reform globally emphasizes 21st-century learning skills, including deeper integration of numeracy, scientific, and technological literacy in curricula.
- There's a need for skilled labor and professionals in STEM fields, stressing a multidisciplinary approach to better prepare students for STEM occupations.
- The number of individuals pursuing STEM careers is lagging behind demand.
- STEM education should emphasize technological literacy, especially for students pursuing STEM careers (e.g., engineering, architecture, medicine, IT).
6.1 STEM Education
- A major goal of STEM education is to improve proficiency in STEM, regardless of career aspirations, while fostering 21st-century skills.
- These skills include critical thinking, problem-solving, creativity, collaboration, self-directed learning, scientific, environmental, and technological literacy.
- STEM education reimagines traditional teaching methods by integrating the four STEM strands into a unified approach.
- Educators face challenges integrating STEM disciplines due to content knowledge, pedagogical knowledge, and pedagogical content knowledge.
- Effective STEM education is student-centered, promoting problem-solving and higher-order thinking.
6.1.2 Teacher Education
- Preparing teachers to be technologically competent is challenging, requiring ample effort, time, and opportunities.
- Teacher comfort with technology integration is not always due to a lack of technology, but also a lack of knowledge about how to effectively integrate it.
- Internal factors (personal investment, attitude) and external factors (resources, training, support) influence teacher technology use.
- Teacher preparation needs improvement, including ongoing professional development tailored to specific needs.
- Teacher education programs have a responsibility to prepare teachers to effectively model and integrate technology.
6.1.3 Digital Literacies and DVGs
- Games-based learning is a promising frontier for preparing students for STEM careers.
- Digital video games (DVGs) can effectively integrate and reinforce STEM concepts, motivating learners.
- DVGs have the potential for effectively integrating STEM concepts and principles, motivating learners.
6.1.4 Engineering Design Process (EDP) and DVG Design
- Engineering is often challenging to implement in K–12 classrooms due to a lack of prior science knowledge and access to engineers.
- The EDP process contrasts with the scientific process in that it focuses on problem solving rather than generating knowledge hypotheses.
- Storyboarding is critical in DVG design, helping structure and organize content, preventing scope creep and aligning with the engineering methodology.
- Digital games can help advance the learning of STEM concepts by applying the EDP.
- DVGs can potentially incorporate seven of the eight science/engineering practices in K-12 education.
6.2 DVGs in Teacher Education
- DVG development assignments situated within teacher education courses can connect video games to STEM education.
- Technological competencies are crucial for modern teaching practices.
- The training involved in designing the DVGs provides teachers with opportunities to engage in programming, mathematical knowledge, creativity, and logic.
6.2.2 DVG Criteria
- Criteria for DVG design include focus on STEM education content and a pluriversal approach to career connections.
- Mandatory elements include: rewards, leveling, and avatars to motivate and engage learners.
- The development process should involve reflections on research, storyboard development, and feedback.
- Implementing DVGs in the classroom involves providing opportunities for teachers to engage in the process of devising materials/tools tailored to specific curricula (e.g. Biology).
6.2.3 DVGs: Okazaki's Revenge
- The DVG, Okazaki's Revenge, tackles the concept of prokaryotic DNA replication, using games to illustrate complex scientific concepts to students.
- The game incorporates elements of game mechanics, interface elements, and educational logic to reinforce scientific concepts.
- The game also features a learning element with a step-by-step approach for teaching elements of DNA replication.
6.3 TCs' Reflections on DVG Development
- Teacher candidates' reflections reveal challenges (e.g., feeling overwhelmed by coding) and successes (enhanced digital literacy) in developing the DVGs.
- The reflections further highlight the importance of teacher educators' content/pedagogical expertise and their efficacy to support students.
6.4 Reflecting on Implementation of DVGs in Practice
- Implementing DVG design in the classroom has pedagogical benefits, including developing 21st-century skills and enhancing content knowledge of TCs.
- Reflecting on their experience further underscores the importance of supportive, student-focused practices.
- The DVG assignment can effectively engage students in challenging contexts and improve their understanding.
6.5 Conclusion
- DVGs are a valuable tool for developing STEM skills and enhancing teacher skills, particularly around the development of digital literacy skills.
- The chapter highlights the potential of DVGs in improving STEM content knowledge for students, including conceptual understanding.
- Creating DVGs helps teachers expand their skills and potentially their capabilities.
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Description
This quiz explores the critical role of digital video games in enhancing STEM education. It addresses policy reforms aimed at integrating technological literacy and fostering 21st-century skills in students. Learn how video games can promote proficiency in science, technology, engineering, and mathematics.