Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 7 |
Descriptor
Grade 8 | 7 |
Science Instruction | 7 |
Video Games | 7 |
Student Motivation | 5 |
Student Attitudes | 4 |
Foreign Countries | 3 |
Game Based Learning | 3 |
Homework | 3 |
Inquiry | 3 |
Middle School Students | 3 |
Computer Software | 2 |
More ▼ |
Source
Journal of Science Education… | 2 |
International Association for… | 1 |
International Educational… | 1 |
Journal of Computers in… | 1 |
Science Activities: Classroom… | 1 |
Science Education… | 1 |
Author
Ankiewicz, Piet | 1 |
Annetta, Leonard | 1 |
Beckett, Harrison | 1 |
Campbell, Todd | 1 |
Cheng, Meng-Tzu | 1 |
Cutumisu, Maria | 1 |
Desmarais, Michel, Ed. | 1 |
Deveci, I. | 1 |
Dowdle, Gayle | 1 |
Erzsébet Antal | 1 |
Erzsébet Korom | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Reports - Research | 5 |
Collected Works - Proceedings | 1 |
Guides - Classroom - Teacher | 1 |
Reports - Descriptive | 1 |
Speeches/Meeting Papers | 1 |
Education Level
Grade 8 | 7 |
Elementary Education | 5 |
Junior High Schools | 5 |
Middle Schools | 5 |
Secondary Education | 5 |
Grade 7 | 2 |
High Schools | 2 |
Grade 10 | 1 |
Grade 11 | 1 |
Grade 12 | 1 |
Grade 5 | 1 |
More ▼ |
Audience
Teachers | 1 |
Location
Brazil | 1 |
California | 1 |
South Africa | 1 |
Turkey | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Lilla Bónus; Erzsébet Antal; Erzsébet Korom – Journal of Science Education and Technology, 2024
This research focuses on "BioScientist," a digital game-based, inquiry-based learning program embedded in the biology curriculum that develops inquiry skills in 8th-grade students. The aim of this paper is to demonstrate a combination of elements of digital game-based learning (DGBL) with inquiry-based learning (IBL) through…
Descriptors: Educational Technology, Game Based Learning, Video Games, Inquiry
Nkadimeng, Mahlatse; Ankiewicz, Piet – Journal of Science Education and Technology, 2022
Video games are a medium most students are familiar with; thus, they can be used as educational tools to meet the needs of twenty-first-century students. Given the popularity of video games with teenagers, they can be incorporated as educational tools in the science classroom. However, the affordances of using Minecraft Education (Minecraft…
Descriptors: Video Games, Game Based Learning, Junior High School Students, Science Instruction
Cutumisu, Maria – International Association for Development of the Information Society, 2017
This paper examines the impact of the informational value of feedback choices on students' performance, their choice to revise, and the time they spend designing posters and reading feedback in an assessment game. Choices to seek confirmatory or critical feedback and to revise posters in a poster design task were collected from a hundred and six…
Descriptors: Feedback (Response), Value Judgment, Evaluation Methods, Grade 8
Deveci, I.; Onder, I. – Science Education International, 2015
The purpose of the present study was to investigate the views of the students on homework assignments for science courses. Survey method was adopted for this study. The sample for the study was composed of 1584 seventh and eighth grade students from middle schools. The views of the students regarding homework assignments for science and technology…
Descriptors: Middle School Students, Student Attitudes, Homework, Assignments
Campbell, Todd; Dowdle, Gayle; Shelton, Brett E.; Olsen, Jeffrey; Longhurst, Max; Beckett, Harrison – Science Activities: Classroom Projects and Curriculum Ideas, 2013
Gaming, an integral part of many students' lives outside school, can provide an engaging platform for focusing students on important disciplinary core concepts as an entry into developing students' understanding of these concepts through science practices. This article highlights how S'cape can be used to support student learning aligned with the…
Descriptors: Video Games, Science Instruction, Science Experiments, Inquiry
Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities
Lynch, Collin F., Ed.; Merceron, Agathe, Ed.; Desmarais, Michel, Ed.; Nkambou, Roger, Ed. – International Educational Data Mining Society, 2019
The 12th iteration of the International Conference on Educational Data Mining (EDM 2019) is organized under the auspices of the International Educational Data Mining Society in Montreal, Canada. The theme of this year's conference is EDM in Open-Ended Domains. As EDM has matured it has increasingly been applied to open-ended and ill-defined tasks…
Descriptors: Data Collection, Data Analysis, Information Retrieval, Content Analysis