Designing Games to Improve STEM Education
A special issue of Education Sciences (ISSN 2227-7102). This special issue belongs to the section "STEM Education".
Deadline for manuscript submissions: closed (28 February 2023) | Viewed by 11509
Special Issue Editors
Interests: game-based learning; human AI teaming; computer science education; culturally relevant pedagogy
Special Issues, Collections and Topics in MDPI journals
Special Issue Information
Dear Colleagues,
Games have been pervasive in our society and influenced design, thinking, strategy and cognitive development for many decades. Recent advancements in the study of games as a discipline have produced a wealth of information on their benefits and how to best integrate them as a learning/teaching medium. The field of game-based learning has been flourishing with ideas and strategies that researchers have developed and tested with students, and provides a good basis for designers of educational games to make the next leap forward. The evolution of the area of serious games, games designed for purposes other than entertainment, has also given rise to the widespread recognition and application of games as a teaching tool in the classroom. The need to produce more STEM professionals continues to rise, and yet the world is not able to keep up with this demand. There are multiple factors that are central to students, especially at an early age, losing interest in STEM. The central theme surrounding these factors is the lack of meaning, purpose and motivation concerning the benefits of pursuing a STEM degree or career. The challenge in front of us is to bolster the early pipeline of making STEM resonate as a viable future pathway for students and create classroom interventions that can be well-positioned to address this change. We have an excellent opportunity to achieve this goal with designing games to improve STEM education.
The scope of this Special Issue includes design strategies both at the game mechanic level as well as the curricular level that leverage the medium of games. For the purposes of this Special Issue, we broadly classify games to include video, tabletop, board, mobile, virtual reality and augmented reality games. The scope of STEM education is also kept wide to include K–12, community college and higher education STEM classrooms. This allows researchers to submit high-quality work that aims to address very specific content that games help improve (e.g., vector multiplication), or larger content such as mathematics, computer science or engineering education.
Topics of interest to this Special Issue include, but are not limited to:
- Empirical studies, position studies and observation studies on games in STEM education;
- Design of novel game mechanics and strategies to derive learning outcomes;
- Scalable software and development frameworks that help drive game design educational content;
- Theoretical advancements in improving the motivation, acceptance, attitudes and integration of games in STEM classrooms;
- Meta-analyses of current educational game design trends and their impact on STEM education;
- Deep learning, data analysis and assessment techniques on data produced by educational games;
- Teacher preparation, training and skill advancement in incorporating games into STEM.
Dr. Ashish Amresh
Dr. Vipin Verma
Guest Editors
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Keywords
- STEM education
- game design
- assessment in games
- workforce development
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