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Engaging Children from Under-Represented Groups with STEM Using "Minecraft" to Link with the UN SDGs
Hobbs, Laura; Behenna, Sarah – Primary Science, 2023
This article discusses how the authors' 'Science Hunters' suite of projects uses the computer game Minecraft to engage children, particularly those from underrepresented groups, with STEM. Delivered by environmental scientists, Science Hunters projects link to the United Nations' Sustainable Development Goals (SDGs) through offering inclusive…
Descriptors: Learner Engagement, Disproportionate Representation, STEM Education, Video Games
Leitão, Rui; Maguire, Martin; Turner, Sarah; Arenas, Francisco; Guimarães, Laura – Environmental Education Research, 2022
Low levels of concern about anthropogenic climate change have been attributed to a range of factors, some of which relate to education. These include people's lack of understanding and engagement with the multifaceted nature and extent of the problem that it presents to current and future generations. Limited knowledge is also known to be an…
Descriptors: Oceanography, Environmental Education, Literature Reviews, Game Based Learning
Su Morris; Emily K. Farran; Katie A. Gilligan-Lee – Journal of Intellectual Disabilities, 2024
Familiarity with technology has become a requirement for independent living, however there is limited information on technology access and use for people with Down syndrome (DS). The aim of this study is to describe technology, gaming, and social-media use in people with DS. Parents/caregivers (N = 220) of individuals with DS aged 5-35 years (49%…
Descriptors: Incidence, Computer Use, Down Syndrome, Video Games
Picton, Irene; Clark, Christina; Riad, Lara; Cole, Aimee – National Literacy Trust, 2022
Concern about the negative impact of the digital world on young people has increased in recent years (see, e.g., Department for Digital, Culture, Media and Sport [DCMS], 2021; United Nations, 2021). A growing body of research explores aspects of young people's online lives and mental wellbeing (see, e.g., Kandola et al., 2021, Kelly et al., 2018,…
Descriptors: Technological Literacy, Computer Mediated Communication, Well Being, Critical Literacy
Günes, Gökhan – Early Child Development and Care, 2022
This study sought an answer to the question whether the digitalization of play is technological mutation or digital evolution. To this end, 14 studies published over the last five years were reviewed and discussed under four themes, namely digital technology and children, parents', and teachers' perceptions of digital technology, screen effects,…
Descriptors: Play, Young Children, Early Childhood Education, Video Games
Pracana, Clara, Ed.; Wang, Michael, Ed. – Online Submission, 2021
This book contains a compilation of papers presented at the International Psychological Applications Conference and Trends (InPACT) 2021, organized by the World Institute for Advanced Research and Science (W.I.A.R.S.), that this year has been converted into a fully Virtual Conference as a result of the ongoing Coronavirus (COVID 19) pandemic.…
Descriptors: Educational Psychology, Clinical Psychology, Social Psychology, Cognitive Psychology