EN
TR
Examination of Educational Digital Video Games on the STEAM Game Distribution Platform
Abstract
STEM education is an interdisciplinary approach that integrates science, technology, engineering, and mathematics, aiming to enhance students' problem-solving and critical thinking skills. Digital games are considered effective tools for STEM education due to the interactive and engaging environments they provide. Specifically, simulation and problem-solving-focused digital games enable students to combine theoretical knowledge with practical applications. The purpose of this study is to evaluate the educational potential of digital game distribution platforms in the context of STEM education and to provide recommendations for integrating educational games into teaching processes. The research focuses on popular digital game distribution platforms such as STEAM, EPIC Games, and GOG, and analyzes the educational games available on these platforms using content analysis. The analysis includes details about the developers of the educational games, age ratings, prices, number of reviews, and percentage of positive reviews. The findings indicate that digital games can be effectively utilized as educational tools to support problem-solving and critical thinking skills. Furthermore, the affordability and accessibility of the games available on these platforms present significant opportunities for equitable access to education. This study highlights the potential of digital games to support interdisciplinary learning within STEM education and aims to provide practical recommendations for their effective use in educational contexts
Keywords
References
- Abt, C. C. (1970). Serious games. The Viking Press.
- Adams, E., & Rollings A. (2014). Fundamentals of game design. Prentice Hall.
- Akramova, G., Ma’murov, B., Akramova, S., Qo’ldoshev, R., & Shodmonova, A. (2024). Methods of using STEAM technologies in the development of pupils’ computational thinking. E3S Web of Conferences. https://doi.org/10.1051/e3sconf/202453805034.
- Alkan, N. (2014). Tarihin çağlara ayrılmasında “üçlü sistem” ve Türk-İslâm tarihinin çağ taksimi meselesi. Turkish History Education Journal, 3(2), 43-64.
- Arnedo-Moreno, J., & García-Solórzano, D. (2020, November). Programming is fun! a survey of the Steam digital distribution platform. In 2020 IEEE 32nd Conference on Software Engineering Education and Training (CSEE&T) (pp. 1-4). IEEE.
- Ata, B. (2009). Sosyal bilgiler ünitesi kavramı üzerine bazı düşünceler. Sosyal bilgiler öğretiminde yeni yaklaşımlar (ss. 45-56). Pegem Akademi.
- Aydoğdu K., İ. (2015). Dijital oyunlar ve dijital şiddet farkındalığı: Ebeveyn ve çocuklar üzerinde yapılan karşılaştırmalı bir analiz. Uluslararası Sosyal Araştırmalar Dergisi, cilt 8, sayı 36.
- Barr, M. (2017). Video games can develop graduate skills in higher education students: A randomized trial. Computers & Education, 113, 86-97.
Details
Primary Language
English
Subjects
STEM Education
Journal Section
Research Article
Publication Date
December 31, 2024
Submission Date
July 30, 2024
Acceptance Date
December 28, 2024
Published in Issue
Year 1970 Volume: 4 Number: 2
APA
Fidan, Ş., Karaman, Ö. A., & Yıldırmaz, A. (2024). Examination of Educational Digital Video Games on the STEAM Game Distribution Platform. Siirt Eğitim Dergisi, 4(2), 78-104. https://doi.org/10.58667/sedder.1525059