Module 5: Digital Video Games in STEM Education
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Questions and Answers

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)?

  • Mathematical skills
  • Programming skills (correct)
  • Business acumen
  • Artistic skills

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?

<p>DVG creation (A)</p> Signup and view all the answers

To boost TCs' self-efficacy regarding technology, what should be modeled across various disciplines?

<p>Pedagogical practices (C)</p> Signup and view all the answers

Which group does not fall under the identified key stakeholders for STEM education discussions?

<p>Social media influencers (C)</p> Signup and view all the answers

What curriculum change is necessary for effective technology integration in K-12 education?

<p>Inclusion of technological integration (A)</p> Signup and view all the answers

Why is it important for teacher educators to examine their self-efficacy regarding technology?

<p>To establish a vibrant pedagogical foundation (D)</p> Signup and view all the answers

Which aspect of learning does the practice arena in the game utilize?

<p>Vygotsky’s zone of proximal development. (A)</p> Signup and view all the answers

What is the primary focus of the DVG creation in STEM education?

<p>To enhance student engagement through digital games (A)</p> Signup and view all the answers

What realization did some girls express during the in-class work?

<p>They thought only boys could program. (A), They were unaware that they were smart enough to program. (B)</p> Signup and view all the answers

What is the primary goal of utilizing Digital Video Games (DVGs) in STEM education according to the authors?

<p>To enhance STEM literacy and content knowledge. (C)</p> Signup and view all the answers

Which framework is highlighted for effectively developing DVGs?

<p>Engineering Design Process (EDP). (B)</p> Signup and view all the answers

Which skill is NOT mentioned as being enhanced through the development of DVGs?

<p>Creative writing. (A)</p> Signup and view all the answers

What is NOT a goal of the initiatives discussed in the content about STEM education?

<p>Integrating science and art (B)</p> Signup and view all the answers

What are teachers prepared to do through the creation of DVGs?

<p>Model integrated STEM education best practices. (B)</p> Signup and view all the answers

What does computational thinking involve in the context of developing DVGs?

<p>Resolving problems algorithmically and logically. (D)</p> Signup and view all the answers

Which of the following best describes the role of digital games in STEM education as indicated in the content?

<p>They are tools that enhance engagement and learning. (A)</p> Signup and view all the answers

Which publication focuses on the state of STEM labor markets?

<p>The state of STEM labor markets in Canada (B)</p> Signup and view all the answers

Which article addresses the insights gained from implementing a scientific literacy approach?

<p>Twenty first century science by Millar, R. (B)</p> Signup and view all the answers

What does the NRC (2011) framework focus on?

<p>Practices, crosscutting concepts, and core ideas in K-12 education (C)</p> Signup and view all the answers

Flashcards

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

The process of creating an exact copy of a DNA molecule, essential for cell division and growth.

Nanobots

Nano-sized robots that are designed to help with DNA replication and destroy cancer cells in the game.

Enzymes

Specialized proteins that perform specific functions in DNA replication.

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Game Mechanics

The ability to use key combinations or movement patterns to control the nanobots in the game.

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Practice Arena

The part of the game where players can practice manipulating the nanobots without any penalty.

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Zone of Proximal Development

The concept that learning is most effective when a learner is challenged slightly beyond their current ability.

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Teaching Module

A learning module within the game that introduces basic principles of DNA replication and related concepts.

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Base Pair Spacing

The distance between two consecutive base pairs in DNA, approximately 3.4 angstroms.

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DNA Diameter

The width of a DNA molecule, approximately 20 angstroms.

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Base Pairs Per Turn

The number of base pairs that form a complete turn in the DNA double helix, usually 10.

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DNA Unwinding

The process of breaking the hydrogen bonds between the base pairs in a DNA molecule.

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DNA Gyrase

An enzyme that helps to prevent the DNA molecule from supercoiling during replication by introducing breaks in the DNA strands.

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RNA Primer

A short sequence of RNA that is used as a starting point for DNA replication.

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DNA Polymerase

An enzyme that adds nucleotides to the new DNA strand during replication.

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Computational thinking

The ability to break down complex problems into smaller, manageable steps and then solve them using logical and algorithmic methods.

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Educational Design Process (EDP)

A framework for developing digital video games (DVGs) that involves planning, scripting, design, and testing.

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Digital Video Games (DVGs) in STEM

Digital video games that are specifically designed to teach educational concepts.

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DVGs in teacher education

DVGs can offer opportunities for STEM teachers to develop their skills and practices, including programming, storyboarding, and using the EDP.

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Integrated STEM Education

Integrating science, technology, engineering, and mathematics into a cohesive learning experience.

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Transfer of knowledge

The process of transferring knowledge and skills learned in one context to new situations and applying them in different ways.

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STEM literacy

The ability to understand and apply scientific concepts and principles.

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Developing DVGs for STEM learning

Creating digital video games that engage learners in STEM content through interactive and engaging experiences.

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Teacher Self-Efficacy in Technology

Teacher's confidence and ability to utilize technology effectively in their teaching.

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Teacher Beliefs about Technology

The belief that technology holds significant value for enhancing teaching and learning.

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Technological Integration in STEM

The integration of technology into teaching practices in a way that aligns with educational goals.

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Affordances of Technological Applications

The specific capabilities and features offered by different technology tools.

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STEM Teaching and Learning

A teaching approach that emphasizes active, hands-on learning experiences in STEM.

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Engineering and Design Thinking

A process involving critical thinking, problem-solving, and innovation in STEM education.

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Computational Thinking and Coding

The ability to think computationally, analyze problems, and develop algorithms, particularly relevant for STEM.

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Video Games in Education

The ability of video games to enhance learning and engagement in educational contexts.

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Gamification

Techniques that apply game mechanics and design principles to non-game contexts, often to increase engagement and motivation.

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Avatar Identification

The feeling of connection and identification with an avatar or character in a digital game, which can lead to increased engagement and immersion.

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Future-Oriented Learning

A type of learning that prepares individuals for the future by considering emerging trends and skills required in rapidly evolving fields.

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Nature of Science

A set of practices and approaches that emphasize the process of science, including the scientific method, evidence-based reasoning, and the application of scientific knowledge to address real-world problems.

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STEM Education Innovation

The development of new technologies and approaches to enhance science, technology, engineering, and mathematics (STEM) education.

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Digital Scientific Timelines

A digital tool that visually represents significant events and breakthroughs in science, allowing learners to explore the timeline of scientific discovery.

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STEM Skills Demand

The ongoing need for skilled professionals in science, technology, engineering, and mathematics.

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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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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.

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