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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, its use in education, and the need to utilize gaming as an integrator of STEM subject matter into the classroom. 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 (Clark, 2007). 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 express their support for the use of computer/video game development in education.
Introduction
Gaming is a major area of research in a variety of disciplines in education. Chief among this investigation is the use of gaming as a learning tool that attracts and motivates students at all levels of education (Rosas et al., 2003). Although the trend of the use of gaming as a learning tool has just begun, a substantial amount of research has already been conducted on the use and effects of gaming in the classroom. Considering the future growth of gaming in education, the authors identified a need to investigate the attitudes of professionals and students from a variety of disciplines pertaining to the use of gaming as a way to teach or reinforce content related to science, technology, engineering, and mathematics (STEM).
Gaming is now a nine billion dollar a year industry, with over 65 percent of all American households playing both video and computer games on a regular basis. With 94 percent of all computer games being played by people under the age of 18 (40 percent women), games were identified by the authors as a valuable tool for encouraging student learning. Considering that over 63 percent of parents believe gaming has a positive educational effect on their children, perhaps gaming can be used to enhance topics in STEM related disciplines (ESA, 2008). Gaming...