• May 03, 2016 News! IJIET Vol. 5, No. 10 has been indexed by EI (Inspec).   [Click]
  • Jun 28, 2017 News!Vol. 7, No. 9 has been indexed by Crossref.
  • Jun 22, 2017 News!Vol. 7, No. 9 issue has been published online!   [Click]
General Information
    • ISSN: 2010-3689
    • Frequency: Bimonthly (2011-2014); Monthly (Since 2015)
    • DOI: 10.18178/IJIET
    • Editor-in-Chief: Prof. Dr. Steve Thatcher
    • Executive Editor: Ms. Nancy Y. Liu
    • Abstracting/ Indexing: EI (INSPEC, IET), Electronic Journals Library, Google Scholar, Crossref and ProQuest
    • E-mail: ijiet@ejournal.net
Editor-in-chief
Prof. Dr. Steve Thatcher
University of South Australia, Australia
It is my honor to be the editor-in-chief of IJIET. The journal publishes good papers which focous on the advanced researches in the field of information and education technology. Hopefully, IJIET will become a recognized journal among the scholars in the filed of information and education technology.
IJIET 2017 Vol.7(8): 566-570 ISSN: 2010-3689
doi: 10.18178/ijiet.2017.7.8.932

Constructing Knowledge in an Interactive Game-Like Design Environment for STEM Education

Gayatri Mehta, Jeanne Tunks, Kiran Sanagapaty, Alok Pal, and Rani Deepika Balavendran Joseph
Abstract—In this study, we examine how the upper and lower level performers construct their knowledge in an open-ended interactive challenging game-like design environment. The interactive game UNTANGLED was used for this study. Piaget's theory of knowledge construction was used to examine performance data. Findings showed that the upper performers could be characterized as constructivist learners who are accommodators, learners who alter schema based on new information or experiences. These players used various incentives to both achieve success in completion of the game puzzles and change perspective during the game play. In contrast, the lower level performers used a constructed knowledge adaptation schema of assimilation. They did not complete the game puzzles and were not motivated by any incentives in the game play. Discussion and implications suggest how classroom teachers or game designers, who design games with an educational purpose, can recognize the needs of both constructors of knowledge: assimilators and accommodators and adjust instruction to assure success for both types of knowledge constructors.

Index Terms—Engineering education, games with a purpose, mapping, placement, constructive learning, STEM games.

Gayatri Mehta is with Electrical Engineering, University of North Texas, Texas, USA (e-mail: gayatri.mehta@unt.edu).
Jeanne Tunks, Kiran Sanagapaty, Alok Pal, and Rani Deepika Balavendran Joseph are with College of Education, University of North Texas, Texas, USA. (e-mail: jeanne.tunks@unt.edu, KiranSanagpaty@my.unt.edu, AlokPal@my.unt.edu, RaniDeepikaBalavendranJoseph@my.unt.edu).

[PDF]

Cite: Gayatri Mehta, Jeanne Tunks, Kiran Sanagapaty, Alok Pal, and Rani Deepika Balavendran Joseph, "Constructing Knowledge in an Interactive Game-Like Design Environment for STEM Education," International Journal of Information and Education Technology vol. 7, no. 8, pp. 566-570, 2017.

Copyright © 2008-2017. International Journal of Information and Education Technology. All rights reserved.
E-mail: ijiet@ejournal.net