Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena

Author:

Corredor Javier,Gaydos Matthew,Squire Kurt

Publisher

Springer Science and Business Media LLC

Subject

General Engineering,Education

Reference107 articles.

1. American Association for the Advancement of Science-AAAS (2013). Benchmarks for science literacy: a tool for curriculum reform (Current Version). New York: Oxford University Press. Retrieved April 22, 2013 from http://www.project2061.org/publications/bsl/default.htm

2. Anderson J (2005) Cognitive psychology and its implications, 6th edn. Worth, New York

3. Annetta LA, Minogue J, Holmes SY, Cheng MT (2009) Investigating the impact of video games on high school students’ engagement and learning about genetics. Comput Educ 53(1):74–85

4. Barab SA, Zuiker S, Warren S, Hickey D, Ingram-Goble A, Kwon E-J, Kouper I, Herring SC (2007) Situationally embodied curriculum: relating formalisms to contexts. Sci Educ 91(5):750

5. Barak M, Dori YJ (2011) Science education in primary schools: is an animation worth a thousand pictures? J Sci Educ Technol 20(5):608–620

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