Abstract
This chapter addresses how playing and developing educational games are instructional strategies that could add immeasurably to the contribution ETE programs make to contemporary STEM education. The introduction to this chapter presents a rationale for game-based learning that addresses the changing perceptions and capabilities of youth in the present era and provides research-based support for the high-interest learning that gaming has the potential to promote. The promise of playing and designing/developing thoughtfully conceived games is described in terms of increasing student engagement, promoting inquiry-based learning, the effect on self-efficacy, attitudes toward further ETE study and stimulating interest in related STEM careers.
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Hacker, M., Kiggens, J. (2011). Gaming to Learn. In: Barak, M., Hacker, M. (eds) Fostering Human Development Through Engineering and Technology Education. International Technology Education Studies, vol 6. SensePublishers. https://doi.org/10.1007/978-94-6091-549-9_14
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DOI: https://doi.org/10.1007/978-94-6091-549-9_14
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