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</p> Signup and view all the answers

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

    <p>Pedagogical practices</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</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</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</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.</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</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.</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.</p> Signup and view all the answers

    Which framework is highlighted for effectively developing DVGs?

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

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

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

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

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

    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.

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