Meluso, A., Zheng, M., Spires, H., & Lester, J. (2012). Enhancing 5th graders’ science content knowledge and self-efficacy through game-based learning. Computers and Education, 59(2),497-504.

The authors discuss the importance of connecting what students are learning in the classroom with its (the academic topic’s) relevance in the ecology of their lives. They discuss the possibility of using game-based learning to improve student self-esteem in science self-efficacy. The desired end result is increasing the presence of American students in the STEM fields.

A major component in this study is self-efficacy. Rather, the study is more about gaming as a tool for self-efficacy in STEM study than it is in supporting gaming as a useful tool for learning science. The study used pre- and post-test results for data analysis.

A well-organized paper, the authors clearly present the material with literature review, materials and methods, and summary of results. This paper is easy to follow and provides a systemic pattern and framework for their research process. This paper has potential for being a basis for changing thought patterns in self-esteem more than STEM-specific learning. Good paper and worth reading more thoroughly when time permits.

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