2018
DOI: 10.28945/3976
|View full text |Cite
|
Sign up to set email alerts
|

Enhancing Children's Interest and Knowledge in Bioengineering through an Interactive Videogame

Abstract: Aim/Purpose: Bioengineering is a burgeoning interdisciplinary learning domain that could inspire the imaginations of elementary aged children but is not traditionally taught to this age group for reasons unrelated to student ability. This pilot study presents the BacToMars videogame and accompanying curricular intervention, designed to introduce children (aged 7-11) to foundational concepts of bioengineering and to the interdisciplinary nature of scientific endeavors. Background: This pilot study explores the… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
5
0
3

Year Published

2020
2020
2023
2023

Publication Types

Select...
6
1
1

Relationship

0
8

Authors

Journals

citations
Cited by 32 publications
(8 citation statements)
references
References 23 publications
0
5
0
3
Order By: Relevance
“…Beyond this general condition, the intervention by the narrative video game should have been the only intended element affecting a player's attitudes towards the topic. Based on this reasoning, we excluded studies with video game interventions that were preceded or accompanied, for example, by a seminar, workshop or collective debate about the topic (Strawhacker et al, 2018;Hornung et al, 2000) and also studies with external elements within the study design, e.g., driving a car in a video game while telephoning in a real life (e.g., Downs, 2014) that would purposefully affect players. Along the same line of reasoning, we also excluded so-called "exergames", e.g., games combining playing with physical activity as a form of exercise.…”
Section: Methodsmentioning
confidence: 99%
“…Beyond this general condition, the intervention by the narrative video game should have been the only intended element affecting a player's attitudes towards the topic. Based on this reasoning, we excluded studies with video game interventions that were preceded or accompanied, for example, by a seminar, workshop or collective debate about the topic (Strawhacker et al, 2018;Hornung et al, 2000) and also studies with external elements within the study design, e.g., driving a car in a video game while telephoning in a real life (e.g., Downs, 2014) that would purposefully affect players. Along the same line of reasoning, we also excluded so-called "exergames", e.g., games combining playing with physical activity as a form of exercise.…”
Section: Methodsmentioning
confidence: 99%
“…En tercer lugar, es posible diferenciar los objetivos de las intervenciones en cuatro bloques. Mientras unos se dirigen al desarrollo de habilidades cognitivas como la atención (Castro et al, 2018), las habilidades sociales (Al Saud, 2017) o las inteligencias múltiples (Garmen et al, 2019), otros pretenden mejorar el aprendizaje de áreas específicas como las Ciencias Naturales (Hurtado et al, 2015;Strawhacker et al, 2018), las Matemáticas (Tazouti et al, 2019), la Lengua Inglesa (Anyaegbu et al, 2012;Hansbøl, & Meyer, 2011), la Historia (Lunn et al, 2016) o la Educación Musical, trabajando la ópera (Ramos, & Botella, 2015) o la recuperación de las raíces folklóricas (Ramos, & Botella, 2016). El tercer grupo se centra en temas transversales, como la educación para la salud o la nutrición (Baños et al, 2013;González-Valero et al, 2018), o el cuidado de los animales y el fomento de su bienestar (Hawkins et al, 2019).…”
Section: Innoeduca International Journal Of Technology and Educational Innovationunclassified
“…El aprendizaje basado en juegos es una tendencia educativa emocionante porque los juegos ahora se están diseñando y utilizando maximizar el compromiso, la motivación y la curiosidad del alumno, áreas que carecen de las estructuras escolares en los Estados Unidos y en el extranjero (Strawhacker, Sullivan, Verish, Bers, & Shaer, 2018).…”
Section: Uso De Los Videojuegosunclassified