Technology and Education: A Study of the Impact of Educational Video Games on Physics Teaching
Those authors contributed equally.
- DOI
- 10.2991/assehr.k.220131.070How to use a DOI?
- Keywords
- educational video games; physics teaching; policymakers
- Abstract
Along with the application of science and technology in the teaching and learning process, various game-based learning platform tools such as Nearpod, Kahoot are also becoming increasingly popular. The popularity of such platforms also places a more significant growth in the demand for practical teaching applications via those platforms. However, despite its gaining popularity, scholars have a lack of research and critical data findings on the benefits and problems of applying such game-based learning platforms in the classroom since it is a newly developed instructional technology and just becoming mainstream. Therefore, this study aimed to study students’ and teachers’ experiences and perceptions of using games/game-based technology in physics classrooms in China to shed light on policymakers and school administrators’ problems and challenges of applying more game-based technology into science classrooms.
- Copyright
- © 2022 The Authors. Published by Atlantis Press SARL.
- Open Access
- This is an open access article under the CC BY-NC license.
Cite this article
TY - CONF AU - Yuan Yuan AU - Zhirong Zhang AU - Yiming Zhao PY - 2022 DA - 2022/02/01 TI - Technology and Education: A Study of the Impact of Educational Video Games on Physics Teaching BT - Proceedings of the 2021 International Conference on Education, Language and Art (ICELA 2021) PB - Atlantis Press SP - 382 EP - 387 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.220131.070 DO - 10.2991/assehr.k.220131.070 ID - Yuan2022 ER -