Gaming Research for Technology Education
Keywords: technology education, technical education, gaming
AbstractThis study assesses the use of gaming to teach Science, Technology, Engineering, and Mathematics (STEM) in public education. The intent of the investigation was to identify attitudes about gaming and its use in education, as well as the need to utilize gaming as a platform to serve as an integrator of STEM subject matter. Participants included students, teachers, administrators, and parents from around the world. The evaluative instrument was launched from a website created to provide students and teachers with necessary resources for integrating gaming into the technology education classroom. Additionally, the site hosted resources and information for a new competitive event in game art and design designated for a middle and high school student association. Findings from the study indicate that professionals and students from a variety of educational backgrounds view gaming as a valuable tool for instruction. Over 90 percent of the 258 participants indicated that they support the use of computer/video game development in education.
Copyright for articles published in this journal is retained by the Institute for STEM Education and Research with first publication rights granted to the journal. By virtue of their appearance in this open access journal, articles are free to use, with proper attribution, in educational and other non-commercial settings.