ABSTRACT
This paper introduces a method to enhance STEM education in primary schools by integrating 3D educational games with traditional teaching tools. Our approach combines two fundamental aspects: technical, which incorporates multi-platform educational games of various genres, and social, fostering interactions between teachers, students, and software developers. This model encourages adaptive learning tailored to student needs and promotes continuous student engagement. By simplifying complex STEM concepts through gamification, our method holds promising potential to improve the quality and effectiveness of STEM education in primary schools.
- Lynceo Falavigna Braghirolli, José Luis Duarte Ribeiro, Andreas Dittmar Weise, and Morgana Pizzolato. 2016. Benefits of educational games as an introductory activity in industrial engineering education. Computers in Human Behavior 58 (2016), 315–324.Google ScholarDigital Library
- Colin Brock and Nafsika Alexiadou. 2013. Education around the world: A comparative introduction. Vol. 13. A&C Black.Google Scholar
- Siu Yin Cheung and Kai Yin Ng. 2021. Application of the educational game to enhance student learning. In Frontiers in Education, Vol. 6. Frontiers Media SA, 623793.Google Scholar
- Android Developers. 2023. Building Your Game in Unity - Android Developers. https://developer.android.com/games/develop/build-in-unity Accessed: 2023-07-04.Google Scholar
- A Ghosh. 2022. Challenges in Educational Game Development. (2022).Google Scholar
- The Khronos Group Inc.2023. Khronos | Royalty-free, open standards for 3D graphics, Virtual and Augmented Reality, Parallel Computing, Neural Networks, and Vision Processing. https://www.khronos.org/ Accessed: 2023-07-04.Google Scholar
- Kahoot!2023. Kahoot! | Learning games | Make learning awesome!https://kahoot.com/ Accessed: 2023-07-04.Google Scholar
- Nuri Kara. 2021. A systematic review of the use of serious games in science education. Contemporary Educational Technology 13, 2 (2021), ep295.Google Scholar
- Jia-Ming Liang, Wei-Cheng Su, Yu-Lin Chen, Shih-Lin Wu, and Jen-Jee Chen. 2019. Smart interactive education system based on wearable devices. Sensors 19, 15 (2019), 3260.Google ScholarCross Ref
- Petra Lindemann-Matthies and Tobias Kamer. 2006. The influence of an interactive educational approach on visitors’ learning in a Swiss zoo. Science Education 90, 2 (2006), 296–315.Google ScholarCross Ref
- Humberto Marin-Vega, Giner Alor-Hernández, Ramon Zatarain-Cabada, Maria Lucia Barron-Estrada, and Jorge Luis García-Alcaraz. 2020. A brief review of game engines for educational and serious games development. Language Learning and Literacy: Breakthroughs in Research and Practice (2020), 447–469.Google Scholar
- Vennela Panja and Jill Berge. 2021. Minecraft education edition’s ability to create an effective and engaging learning experience. Journal of Student Research 10, 2 (2021).Google ScholarCross Ref
- Anthony D Pizzo. 2023. Hypercasual and Hybrid-Casual Video Gaming: A Digital Leisure Perspective. Leisure Sciences (2023), 1–20.Google Scholar
- Henita Rahmayanti, Vina Oktaviani, and Yusuf Syani. 2020. Development of sorting waste game android based for early childhood in environmental education. In Journal of Physics: Conference Series, Vol. 1434. IOP Publishing, 012029.Google Scholar
- Rahat Raja and PC Nagasubramani. 2018. Impact of modern technology in education. Journal of Applied and Advanced Research 3, 1 (2018), 33–35.Google ScholarCross Ref
- Samarth Singhal, Sameer Bagga, Praroop Goyal, and Vikas Saxena. 2012. Augmented chemistry: Interactive education system. International Journal of Computer Applications 49, 15 (2012).Google ScholarCross Ref
- Christine Lourrine S Tablatin, Jonathan DL Casano, and Maria Mercedes T Rodrigo. 2023. Using Minecraft to cultivate student interest in STEM. In Frontiers in Education, Vol. 8. Frontiers Media SA, 1127984.Google Scholar
- Faiz Tuma. 2021. The use of educational technology for interactive teaching in lectures. Annals of Medicine and Surgery 62 (2021), 231–235.Google ScholarCross Ref
- Rafael Valencia-García, Katty Lagos-Ortiz, Gema Alcaraz-Mármol, J del Cioppo, and Nestor Vera-Lucio. 2016. Technologies and Innovation: Second International Conference, CITI 2016, Guayaquil, Ecuador, November 23-25, 2016. Proceedings. Communications in Computer and Information Science 658 (2016).Google ScholarCross Ref
- Rafał Wojciechowski and Wojciech Cellary. 2013. Evaluation of learners’ attitude toward learning in ARIES augmented reality environments. Computers & education 68 (2013), 570–585.Google Scholar
- Zachtronics. 2023a. Opus Magnum - Zachtronics. https://www.zachtronics.com/opus-magnum/ Accessed: 2023-07-04.Google Scholar
- Zachtronics. 2023b. Shenzhen I/O - Zachtronics. https://www.zachtronics.com/shenzhen-io/ Accessed: 2023-07-04.Google Scholar
- Yulia Zhuk and Evgenii Tetiuev. 2020. Prospects of webgl technology using in modern educational process. In CEUR Workshop Proceedings, Vol. 15. 112–122.Google Scholar
Index Terms
- Advancing STEM Education in Primary Schools with an Integrated System of 3D Games
Recommendations
Let’s Learn! An Initial Guide on Using Drones to Teach STEM for Children
Learning and Collaboration Technologies. Human and Technology EcosystemsAbstractAlthough the number of careers calling for training and knowledge of STEM topics continue to grow, the presence of STEM education in K-12 is lacking. Therefore, there is a need to broaden the presence of STEM in current curricula. There is also a ...
Entertaining Education --- Using Games-Based and Service-Oriented Learning to Improve STEM Education
Edutainment '09: Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and DevelopmentThis paper addresses the development of a computer game design and development curriculum at the authors' institution. The basis for curriculum decisions, as well as comparison to the other institutions' curricula is covered. In situating the curriculum ...
Interventions to promote teachers’ perceptions about STEM education: A meta-analysis
AbstractThe bloom of technologies has witnessed the urgent need to develop high quality STEM (science, technology, engineering and mathematics) education. For this reason, there has been increasing emphases on understanding how STEM teachers perceive ...
Comments