title: Video games: a route to large-scale STEM education?
abstract: Video games have enormous mass appeal, reaching audiences in the hundreds of thousands to millions. They also embed many pedagogical practices known to be effective in other environments. This article reviews the sparse but encouraging data on learning outcomes for video games in science, technology, engineering, and math (STEM) disciplines, then reviews the infrastructural obstacles to wider adoption of this new medium.
authors.affiliation: Ewing Marion Kauffman Foundation, 4801 Rockhill Road, Kansas City, MO 64110 USA. mmayo@kauffman.org
authors.forename: Merrilea J
authors.initials: MJ
authors.lastname: Mayo
mesh_terms: D000293:Adolescent; D002648:Child; D018961:Educational Technology / Q000191:economics / Q000592:standards; D004738:Engineering / Q000193:education*; D006801:Humans; D007858:Learning; D055641:Mathematical Concepts; D011340:Problem Solving; D012586:Science / Q000193:education*; D018910:Video Games / Q000191:economics / Q000592:standards