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Video games: a route to large-scale STEM education?
1Ewing Marion Kauffman Foundation, 4801 Rockhill Road, Kansas City, MO 64110 USA. mmayo@kauffman.org
Summary
Video games show promise for learning in science, technology, engineering, and math (STEM) fields, despite limited research. Infrastructural challenges hinder their widespread educational adoption.
Area of Science:
- Educational Technology
- Game-Based Learning
- STEM Education
Background:
- Video games possess significant mass appeal, reaching millions of players.
- Effective pedagogical practices are integrated within video game designs.
- Existing research on video game learning outcomes in STEM is limited but encouraging.
Purpose of the Study:
- To review existing data on learning outcomes in science, technology, engineering, and math (STEM) through video games.
- To identify infrastructural obstacles to the broader implementation of video games in education.
Main Methods:
- Literature review of studies on video games and STEM learning.
- Analysis of infrastructural barriers to educational technology adoption.
Main Results:
- The data on learning outcomes, while sparse, is encouraging for video game-based STEM education.
- Significant infrastructural obstacles impede the wider adoption of video games as an educational medium.
Conclusions:
- Video games represent a promising, engaging medium for STEM education.
- Addressing infrastructural challenges is crucial for leveraging the potential of video games in educational settings.