Gaming Research for Technology Education

Aaron Clark, Jeremy Ernst

Abstract


This 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.

Keywords


technology education, technical education, gaming

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JSTEM. ISSN: 1557-5284