Cultural and Philosophical Understanding of Game-based Learning in STEM Subjects

IF 0.2 Q4 EDUCATION & EDUCATIONAL RESEARCH International Journal of Educational Sciences Pub Date : 2021-03-10 DOI:10.31901/24566322.2021/32.1-3.1178
J. Garay
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引用次数: 1

Abstract

Several reasons have been linked to the high percentage of failure when it comes to Sciences Technolo-gy, Engineering and Mathematics (STEM) subjects for college freshmen. The Higher Learning Commission during its annual conference in 2013 did find out that the leading factor, motivation, seems to play a significant role to inspire students to get involved in the course work. Much research, both in academic journals and mainstream magazines, has been published on how traditional methods of lecturing are neither engaging nor robust enough for STEM learners. In this paper, the author explores the Game-Based Learning method (GBL) as a promising platform to assistance students in their transition from high school to college level STEM courses. Additionally it also looks into the fundamental reasons why biologically, culturally and philosophically, playing has become an essential tool in engaging the real world without having to assume the risk of unwanted consequences.
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STEM学科中基于游戏的学习的文化和哲学理解
大学新生在科学、技术、工程和数学(STEM)科目上的失败率很高,有几个原因与之相关。高等教育委员会在2013年的年度会议上确实发现,激励这一主要因素似乎在激励学生参与课程作业方面发挥了重要作用。学术期刊和主流杂志上都发表了许多研究,表明传统的教学方法对STEM学习者来说既不够吸引人,也不够有力。在本文中,作者探讨了基于游戏的学习方法(GBL)作为一个有前途的平台,以帮助学生从高中到大学水平的STEM课程过渡。此外,它还探究了为何从生物学、文化和哲学角度来看,游戏已成为融入现实世界的重要工具,而无需承担不必要后果的风险。
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International Journal of Educational Sciences
International Journal of Educational Sciences EDUCATION & EDUCATIONAL RESEARCH-
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