Nutritionopoly: Let Healthy Choices "Monopolize" Your Lifestyle
ERIC Educational Resources Information Center
Person, Ashley L.; Colby, Sarah E.; Eubanks, Janie W.
2011-01-01
Nutritionopoly, an interactive educational program based on the popular board game, Monopoly, was held at a college university dining hall. Students actively participated in the game while learning important nutrition and health-related information. Feedback showed that it was effective in increasing awareness and knowledge while being fun and…
ERIC Educational Resources Information Center
Wang, Yichuan; Rajan, Pramod; Sankar, Chetan S.; Raju, P. K.
2017-01-01
Serious games are becoming important educational tools and are increasingly being integrated into courses in many different academic areas and widely portrayed as a means of helping individuals concentrate on the subject matter and enjoy learning. This paper discusses the development and testing of a serious game by using a research model where…
Solid Waste Educational Resources and Activities: Let's Reduce, Reuse, and Recycle. [CD-ROM].
ERIC Educational Resources Information Center
Environmental Protection Agency, Washington, DC. Solid Waste and Emergency Response.
This contains games, activities, publications, and resources for students and teachers on how to reduce, reuse, recycle, and properly manage waste. It also contains a screen saver featuring runners-up from the Earth Day 2000 art contest. Activities and games include titles such as "Planet Protectors,""Recycle City,""Trash…
ERIC Educational Resources Information Center
McCloskey, Patrick J.
2005-01-01
Nelson Beaudoin, the principal of Kennebunk High School in Maine believes devoutly in letting students have a say in how they are educated. He also knows the risks. At this student-centered school, learning includes sex education. The girls' team chooses "sexually transmitted diseases" for 300 points. Although the game is modeled after…
ERIC Educational Resources Information Center
Shreve, Jenn
2005-01-01
Kurt Squire knew something unusual was happening in his after-school Western civ program. His normally lackluster middle and high school students, who'd failed the course once already, were coming to class armed with strategies to topple colonial dictators. Heated debates were erupting over the impact of germs on national economies. Kids who…
Learning the Rules of the Game
NASA Astrophysics Data System (ADS)
Smith, Donald A.
2018-03-01
Games have often been used in the classroom to teach physics ideas and concepts, but there has been less published on games that can be used to teach scientific thinking. D. Maloney and M. Masters describe an activity in which students attempt to infer rules to a game from a history of moves, but the students don't actually play the game. Giving the list of moves allows the instructor to emphasize the important fact that nature usually gives us incomplete data sets, but it does make the activity less immersive. E. Kimmel suggested letting students attempt to figure out the rules to Reversi by playing it, but this game only has two players, which makes it difficult to apply in a classroom setting. Kimmel himself admits the choice of Reversi is somewhat arbitrary. There are games, however, that are designed to make the process of figuring out the rules an integral aspect of play. These games involve more people and require only a deck or two of cards. I present here an activity constructed around the card game Mao, which can be used to help students recognize aspects of scientific thinking. The game is particularly good at illustrating the importance of falsification tests (questions designed to elicit a negative answer) over verification tests (examples that confirm what is already suspected) for illuminating the underlying rules.
Odaminodaa Ojibwemong!! = Let's Play in Ojibwe!!
ERIC Educational Resources Information Center
White, James L.
The booklet contains directions for designing six word games to provide motivation, reinforcement, and review for students of all ages, from children to adults, as they learn the Ojibwe language. Step-by-step instructions are provided for making and playing Quiz Board, Tic-Tac-Toe, Concentration, Lottery, Lingo (Bingo), and Incocomp. Suggestions…
ERIC Educational Resources Information Center
Wisconsin Univ. - Stout, Menomonie. Center for Vocational, Technical and Adult Education.
The teacher directed problem solving activities package contains 17 units: Future Community Design, Let's Build an Elevator, Let's Construct a Catapult, Let's Design a Recreational Game, Let's Make a Hand Fishing Reel, Let's Make a Wall Hanging, Let's Make a Yo-Yo, Marooned in the Past, Metrication, Mousetrap Vehicles, The Multi System…
Combinatorial structures to modeling simple games and applications
NASA Astrophysics Data System (ADS)
Molinero, Xavier
2017-09-01
We connect three different topics: combinatorial structures, game theory and chemistry. In particular, we establish the bases to represent some simple games, defined as influence games, and molecules, defined from atoms, by using combinatorial structures. First, we characterize simple games as influence games using influence graphs. It let us to modeling simple games as combinatorial structures (from the viewpoint of structures or graphs). Second, we formally define molecules as combinations of atoms. It let us to modeling molecules as combinatorial structures (from the viewpoint of combinations). It is open to generate such combinatorial structures using some specific techniques as genetic algorithms, (meta-)heuristics algorithms and parallel programming, among others.
Developing Motor and Tactical Skills in K-2 Physical Education: Let the Games Begin
ERIC Educational Resources Information Center
Oslin, Judy
2004-01-01
Most motor development experts, teacher educators, and physical educators agree that the development of fundamental motor skills ought to be the focus of primary level (K-2nd grade) physical education. Given the limited number of days allocated for physical education in most elementary schools, ensuring that all students learn 200 or more…
Evaluation of a Digital Learning Object for the Monty Hall Dilemma
ERIC Educational Resources Information Center
DiBattista, David
2011-01-01
The Monty Hall dilemma (MHD) is a remarkably difficult probability problem with a counterintuitive solution. Undergraduate students used an interactive digital learning object that provided a set-based, animated explanation of the solution to the MHD and let them play games designed to increase understanding of the solution. More than 60% of users…
ERIC Educational Resources Information Center
DeSensi, Frank; Rostov, Susan
These lesson plans are designed for use by middle school social studies teachers who take their students on a tour of the regional airports of Louisville, Kentucky. Twelve lesson plans are included: "Let's Go There Next, Mom"; "Who Wrote That?"; "The Games They Play!"; "You Flew on What?"; "I Wonder…
Let's Play: Exploring Literacy Practices in an Emerging Videogame Paratext
ERIC Educational Resources Information Center
Burwell, Catherine; Miller, Thomas
2016-01-01
This article explores the literacy practices associated with Let's Play videos (or LPs) on YouTube. A hybrid of digital gaming and video, LPs feature gameplay footage accompanied by simultaneous commentary recorded by the player. Players may set out to promote, review, critique or satirize a game. In recent years, LPs have become hugely popular…
Ontology-driven education: Teaching anatomy with intelligent 3D games on the web
NASA Astrophysics Data System (ADS)
Nilsen, Trond
Human anatomy is a challenging and intimidating subject whose understanding is essential to good medical practice, taught primarily using a combination of lectures and the dissection of human cadavers. Lectures are cheap and scalable, but do a poor job of teaching spatial understanding, whereas dissection lets students experience the body's interior first-hand, but is expensive, cannot be repeated, and is often imperfect. Educational games and online learning activities have the potential to supplement these teaching methods in a cheap and relatively effective way, but they are difficult for educators to customize for particular curricula and lack the tutoring support that human instructors provide. I present an approach to the creation of learning activities for anatomy called ontology-driven education, in which the Foundational Model of Anatomy, an ontological representation of knowledge about anatomy, is leveraged to generate educational content, model student knowledge, and support learning activities and games in a configurable web-based educational framework for anatomy.
What Makes a Fiat Run? A Consideration of the Nature of Fiat Power in Academic Policy Deliberation.
ERIC Educational Resources Information Center
Fadely, Dean
In the game-like world of competitive tournament debating, fiat power is simply another rule of the game, a way of saying "hypothetically" or "for the sake of argument let us assume this affirmative plan to be implemented." While fiat power is just a way of saying "let's pretend," there are limits to the pretense. For…
Building Next Generation Video Game Collections in Academic Libraries
ERIC Educational Resources Information Center
Laskowski, Mary; Ward, David
2009-01-01
Most academic libraries do not yet have gaming collections, let alone gaming services and facilities that support the unique and growing teaching and research needs of campus environments. Academic libraries in particular need to start thinking about developing the next generation of gaming collections and services. This article examines the…
The ideal self at play: the appeal of video games that let you be all you can be.
Przybylski, Andrew K; Weinstein, Netta; Murayama, Kou; Lynch, Martin F; Ryan, Richard M
2012-01-01
Video games constitute a popular form of entertainment that allows millions of people to adopt virtual identities. In our research, we explored the idea that the appeal of games is due in part to their ability to provide players with novel experiences that let them "try on" ideal aspects of their selves that might not find expression in everyday life. We found that video games were most intrinsically motivating and had the greatest influence on emotions when players' experiences of themselves during play were congruent with players' conceptions of their ideal selves. Additionally, we found that high levels of immersion in gaming environments, as well as large discrepancies between players' actual-self and ideal-self characteristics, magnified the link between intrinsic motivation and the experience of ideal-self characteristics during play.
Teaching Games Level Design Using the StarCraft II Editor
ERIC Educational Resources Information Center
Sweetser, Penelope
2013-01-01
Level design is often characterised as "where the rubber hits the road" in game development. It is a core area of games design, alongside design of game rules and narrative. However, there is a lack of literature dedicated to documenting teaching games design, let alone the more specialised topic of level design. Furthermore, there…
Do-It-Yourself Learning Games: Software That Lets You Pick the Questions--and Answers.
ERIC Educational Resources Information Center
Hively, Wells
1984-01-01
Reviews user-adaptable learning games that can be customized for any subject, including Tic Tac Show and the Game Show from Computer Advanced Ideas, which are question-answer learning programs based on game shows, and Master Match from Computer Advanced Ideas and Square Pairs from Scholastic Inc., which are based on the card game Concentration.…
Fishing cod in the Baltic Sea - Gambling with the ecosystem services
NASA Astrophysics Data System (ADS)
Björkman, Sven; Nordlöf, Anders
2014-05-01
The population of cod in the Baltic sea has over the last decades decreased due to overfishing. To make the students aware of this problem and also to find a solution they are introduced to a game. The purpose of the game is to let the students know how to use renewable natural resources in these aspects; 1 Fishing cod without using it up 2 That solidarity is needed if you are sharing a resource 3 That cooperation is the key to keeping a natural resource healthy. The students are fishermen in group of four and are equipped with a boat. The playing board is a map over the Baltic sea. The rules of the game include the carrying capacity of the sea, how much fish one fishing boat is allowed to pick up, how much it costs to have a boat, and possibilities to buy a bigger boat. The game has two rounds: In round one the students in the group are competing against each other, they are not allowed to talk to each other and they are supposed to get as much fish as they can. As a consequence after round one the sea will become empty. In round two the groups compete with each other and they are coworking within the group. After this round the result is different from the first round. The catches are bigger than in round one and still there are cod left in the sea, which will generate a good fishing in the future.. The discussions after the game can be about why the two rounds ended so different, general discussion about "tragedy of the commons", sustainable use of ecosystem services and discussions about resources in common.
Let the (Board) Games Begin: Creative Ways to Enhance Teaching and Learning
ERIC Educational Resources Information Center
Sardone, Nancy B.; Devlin-Scherer, Roberta
2016-01-01
Gaming, in its many forms, is becoming a more active force in classrooms. To prepare preservice candidates for this trend, one teacher education program asked candidates (n = 60) to develop games in varied curricular fields tied to curriculum standards. This article describes the development of a model game, assignment requirements, provides a…
Lets Play: Why School Librarians Should Embrace Gaming in the Library
ERIC Educational Resources Information Center
Elkins, Aaron J.
2015-01-01
This author encourages librarians to play some video games to get ready for the upcoming school year. Games aren't just for young males--they have tremendous potential to enhance 21st-century literacies, including critical-thinking and problem-solving skills. Playing games will not only help librarians see how these skills can be developed, but…
Brain Injury Safety Tips and Prevention
... their position on the team or during the game. Jeopardizing their future sports career. Looking weak. Letting ... to Play With a Concussion During a Big Game. In almost all sports, concussion rates are higher ...
Let's Play: Learning Games for Infants and Toddlers.
ERIC Educational Resources Information Center
Moore, Phyllis Jack
2000-01-01
Recommends play activities in which children look, listen, taste, smell, and touch. Includes appropriate ages for activities and gives directions for several games, including peek and seek, water play, bean bags, and hot potato. (DLH)
Computer-supported games and role plays in teaching water management
NASA Astrophysics Data System (ADS)
Hoekstra, A. Y.
2012-08-01
There is an increasing demand for an interdisciplinary approach in teaching water management. Computer-supported games and role plays offer the potential of creating an environment in which different disciplines come together and in which students are challenged to develop integrated understanding. Two examples are discussed. The River Basin Game is a common-pool resource game in which participants experience the risk of over-abstractions of water in a river basin and learn how this risk relates to the complexity of the system, the conflict between individual and group optimums and the difficulty in achieving good cooperation. The Globalization of Water Role Play makes participants familiar with the global dimension of water management by letting them experience how national governments can integrate considerations of water scarcity and domestic water productivities into decisions on international trade in commodities like food, cotton and bio-energy. The two examples illustrate that play sessions inspire participants to think about the functioning of systems as a whole and to develop good cooperative courses of action, whereby both uncertainties about the system and the presence of different values and perspectives among participants play a role.
Doing a Monty: Who Opened the Door to This Game for Economists?
ERIC Educational Resources Information Center
Round, David K.
2007-01-01
The Monty Hall three-door, "Let's Make a Deal" game, named after the 1970s television show, is used widely in economics, econometrics, statistics, and game-theory-based teaching, as well as in many other disciplines. Its solutions and underlying assumptions arouse great passion and argument, in both the academic and popular press. Most economists…
Games as Artistic Medium: Interfacing Complexity Theory in Game-Based Art Pedagogy
ERIC Educational Resources Information Center
Patton, Ryan Matthew
2011-01-01
Having computer skills, let alone access to a personal computer, has become a necessary component of contemporary Western society and many parts of the world. Digital media literacy involves youth being able to view, participate in, and make creative works with technologies in personal and meaningful ways. Games, defined in this study as…
Let's Play: The Use of Improv Games in Change Management Training: A Case Study
ERIC Educational Resources Information Center
Rajeev, Priya Nair; Kalpathi, Subramanian
2016-01-01
This paper is based on the concept of Improv games as a promising mechanism and design principle for enhancing an organization's capacity for learning and adaptability. The study explores how Improv games can be used to create a mindset conducive to change, facilitate ideation and guide discussions on bringing about systemic change. In the case…
Let's Begin Again: Sierra On-Line and the Origins of the Graphical Adventure Game
ERIC Educational Resources Information Center
Nooney, Laine
2017-01-01
The author retells the origin story of Sierra On-Line and its historic first product, the graphical adventure game "Mystery House." She reviews the academic and journalistic writing that placed the story almost exclusively inside a narrative about early computer games, treating it as a saga of the competition between the graphic…
The Importance of Mixing Virtual and Real Information in Games
NASA Astrophysics Data System (ADS)
Gaonach, H.
2014-12-01
Educational technology is rapidly evolving, today's classrooms are replete with ipads, iphones, interactive white boards, and other Internet tools and gadgets. However we mustn't be diverted by the technology and lose the basic focus on the communication of scientific ideas to the students. What do we want to teach them? I will present new educational kits including games about active volcanoes as well as climates and climate change. These tools have been created for 8-12 year olds who play on teams. The teams use question-cards and basic geographic knowledge to move on a regular play board by answering scientific questions. In addition to learning the science, through interpreting latitudes and longitudes, children will better understand the link between Google map and the world map after such exercises! With their teacher, they will be able to play with traditional pieces but also use tablets or computers to listen to videos as well as obtain additional subject related questions and activities. In this way, the Web is an infinite extension of the regular game played on a table with physical pieces. Let's see how it works!
Interpretations of virtual reality.
Voiskounsky, Alexander
2011-01-01
University students were surveyed to learn what they know about virtual realities. The two studies were administered with a half-year interval in which the students (N=90, specializing either in mathematics and science, or in social science and humanities) were asked to name particular examples of virtual realities. The second, but not the first study, was administered after the participants had the chance to see the movie "Avatar" (no investigation was held into whether they really saw it). While the students in both studies widely believed that activities such as social networking and online gaming represent virtual realities, some other examples provided by the students in the two studies differ: in the second study the participants expressed a better understanding of the items related to virtual realities. At the same time, not a single participant reported particular psychological states (either regular or altered) as examples of virtual realities. Profound popularization efforts need to be done to acquaint the public, including college students, with virtual realities and let the public adequately understand how such systems work.
"Let's Change Already": Community Activism and Pro-Social Play in Egypt
ERIC Educational Resources Information Center
Gerber, Hannah R.; Gaitan, Luis
2017-01-01
This article explores the design processes in creating a pro-social mobile game, "Litter Leader." Following the Egyptian Revolution, "Litter Leader," a game designed for Android devices, was created to foster community change among Egyptian youth. By tracing the meaning-making that occurred with 20 Egyptian youth who playtested…
2009-03-14
FIRST Robotics Competition 'Lunacy' hosted by NASA at San Jose State University Event Center. For Inspiration and Recognition of Science and Technology let the games begin. Palo Alto High School The Vikings team #8
2009-03-14
FIRST Robotics Competition 'Lunacy' hosted by NASA at San Jose State University Event Center. For Inspiration and Recognition of Science and Technology let the games begin. with Mark Leon, Ames Research Robotics Alliance Project Lead.
2009-03-14
FIRST Robotics Competition 'Lunacy' hosted by NASA at San Jose State University Event Center. For Inspiration and Recognition of Science and Technology let the games begin. Ames Space Cookies team #1868 on the floor
2009-03-14
FIRST Robotics Competition 'Lunacy' hosted by NASA at San Jose State University Event Center. For Inspiration and Recognition of Science and Technology let the games begin. NASA Cheesy Poofs team #254 robot on the floor.
... unturned. Toothpaste Temptations All children can benefit from fluoride, but it’s important to use the right amount ... toothpaste. Current recommendations advise using a smear of fluoride toothpaste (or an amount about the size of ...
Adolescent test or procedure preparation
... someone else) during the procedure Playing hand-held video games Using guided imagery Trying other distractions, such as listening to music through headphones, if allowed When possible, let ... from videos that show adolescents of the same age explaining ...
Virtual Jupiter - Real Learning
NASA Astrophysics Data System (ADS)
Ruzhitskaya, Lanika; Speck, A.; Laffey, J.
2010-01-01
How many earthlings went to visit Jupiter? None. How many students visited virtual Jupiter to fulfill their introductory astronomy courses’ requirements? Within next six months over 100 students from University of Missouri will get a chance to explore the planet and its Galilean Moons using a 3D virtual environment created especially for them to learn Kepler's and Newton's laws, eclipses, parallax, and other concepts in astronomy. The virtual world of Jupiter system is a unique 3D environment that allows students to learn course material - physical laws and concepts in astronomy - while engaging them into exploration of the Jupiter's system, encouraging their imagination, curiosity, and motivation. The virtual learning environment let students to work individually or collaborate with their teammates. The 3D world is also a great opportunity for research in astronomy education to investigate impact of social interaction, gaming features, and use of manipulatives offered by a learning tool on students’ motivation and learning outcomes. Use of 3D environment is also a valuable source for exploration of how the learners’ spatial awareness can be enhanced by working in 3-dimensional environment.
ERIC Educational Resources Information Center
Jiang, Hui; Davis, Dawn
2017-01-01
Let's Know! is a language-focused curriculum supplement developed through the Institute of Education Sciences' Reading for Understanding initiative aimed at supporting prekindergarten through grade 3 students' listening and reading comprehension. The current study reports results concerning the impacts of 2 instantiations of Let's Know! on…
Tanaka, James W; Wolf, Julie M; Klaiman, Cheryl; Koenig, Kathleen; Cockburn, Jeffrey; Herlihy, Lauren; Brown, Carla; Stahl, Sherin; Kaiser, Martha D; Schultz, Robert T
2010-08-01
An emerging body of evidence indicates that relative to typically developing children, children with autism are selectively impaired in their ability to recognize facial identity. A critical question is whether face recognition skills can be enhanced through a direct training intervention. In a randomized clinical trial, children diagnosed with autism spectrum disorder were pre-screened with a battery of subtests (the Let's Face It! Skills battery) examining face and object processing abilities. Participants who were significantly impaired in their face processing abilities were assigned to either a treatment or a waitlist group. Children in the treatment group (N = 42) received 20 hours of face training with the Let's Face It! (LFI!) computer-based intervention. The LFI! program is comprised of seven interactive computer games that target the specific face impairments associated with autism, including the recognition of identity across image changes in expression, viewpoint and features, analytic and holistic face processing strategies and attention to information in the eye region. Time 1 and Time 2 performance for the treatment and waitlist groups was assessed with the Let's Face It! Skills battery. The main finding was that relative to the control group (N = 37), children in the face training group demonstrated reliable improvements in their analytic recognition of mouth features and holistic recognition of a face based on its eyes features. These results indicate that a relatively short-term intervention program can produce measurable improvements in the face recognition skills of children with autism. As a treatment for face processing deficits, the Let's Face It! program has advantages of being cost-free, adaptable to the specific learning needs of the individual child and suitable for home and school applications.
2009-03-14
FIRST Robotics Competition 'Lunacy' hosted by NASA at San Jose State University Event Center. For Inspiration and Recognition of Science and Technology let the games begin. Phantom Robotics team #675, The Wildhats team #100 and Highrollers team #987
2009-03-14
FIRST Robotics Competition 'Lunacy' hosted by NASA at San Jose State University Event Center. For Inspiration and Recognition of Science and Technology let the games begin. Highrollers team #987, Hawaiian Kids team #359 and M-A Bears team #766
2009-03-14
FIRST Robotics Competition 'Lunacy' hosted by NASA at San Jose State University Event Center. For Inspiration and Recognition of Science and Technology let the games begin. NASA Cheesy Poofs team #254, 'Rockin' Bots team #2035 and Eagle Strike team #114
2009-03-14
FIRST Robotics Competition 'Lunacy' hosted by NASA at San Jose State University Event Center. For Inspiration and Recognition of Science and Technology let the games begin. the Wild Hats team #100 take a sideways vies of their bot on the field
ERIC Educational Resources Information Center
Holschuh, Albrecht
1993-01-01
Describes how mental experiments can be used to turn expository writing into games and even self-exploration in an advanced language course. Through a class project on sex change, for example, learners acquire more knowledge about themselves as well as heightened language skills. (LET)
2009-03-14
FIRST Robotics Competition 'Lunacy' hosted by NASA at San Jose State University Event Center. For Inspiration and Recognition of Science and Technology let the games begin. Highrollers Team # 987, PTC Team # 26 Ragin' C-Biscits of San Ramon Valley High Team # 1280
2009-03-14
FIRST Robotics Competition 'Lunacy' hosted by NASA at San Jose State University Event Center. For Inspiration and Recognition of Science and Technology let the games begin. with Mark Leon, Ames Research Robotics Alliance Project Lead encourages the Ames Space Cookies team #1868
2009-03-14
FIRST Robotics Competition 'Lunacy' hosted by NASA at San Jose State University Event Center. For Inspiration and Recognition of Science and Technology let the games begin. Ragin' C-Biscuits of San Ramon Valley High team #1280 and the Hawaiian Kids team #359 look over a problem bot.
ERIC Educational Resources Information Center
Van Nuys, Ute Elisabeth
1986-01-01
Presents reviews of the following mathematics software designed to teach young children counting, number recognition, visual discrimination, matching, addition, and subtraction skills; Stickybear Numbers, Learning with Leeper, Getting Ready to Read and Add, Counting Parade, Early Games for Young Children, Charlie Brown's 1,2,3's, Let's Go Fishing,…
Ober, Christopher P
Second-year veterinary students are often challenged by concepts in veterinary radiology, including the fundamentals of image quality and generation of differential lists. Four card games were developed to provide veterinary students with a supplemental means of learning about radiographic image quality and differential diagnoses in urogenital imaging. Students played these games and completed assessments of their subject knowledge before and after playing. The hypothesis was that playing each game would improve students' understanding of the topic area. For each game, students who played the game performed better on the post-test than students who did not play that game (all p<.01). For three of the four games, students who played each respective game demonstrated significant improvement in scores between the pre-test and the post-test (p<.002). The majority of students expressed that the games were both helpful and enjoyable. Educationally focused games can help students learn classroom and laboratory material. However, game design is important, as the game using the most passive learning process also demonstrated the weakest results. In addition, based on participants' comments, the games were very useful in improving student engagement in the learning process. Thus, use of games in the classroom and laboratory setting seems to benefit the learning process.
A Three-Stage Colonel Blotto Game with Applications to Cyber-Physical Security
2014-03-15
joint measure over the space Ri. Let µi ∈ ℘(Ri) be the strategy of Player i. Then, we let Prk #µi denote the marginal of µi on the k th battlefield. A...solely on the marginal distributions ( Prk #µ1,Pr k #µ2). The resources available to the players and the number of battlefields are common knowledge...Ri) → 2℘(Ri) denote a set-valued map (correspon- dence), defined as Ψi(µi) := { µ̃i ∈ ℘(Ri) : supp(µ̃i) = supp(µi) and Prk #µ̃i = Pr k #µi for all k
Project Overteach: Some Thoughts on Letting Children Learn Instead of Always Teaching
ERIC Educational Resources Information Center
Charbonneau, Manon P.
1973-01-01
If teachers would only step back and watch and listen to children as they learn, even as they play games and work together making things, they could begin to see a pattern of thought emerging that is unique for each child. (Author)
ERIC Educational Resources Information Center
National Institute of General Medical Sciences (NIGMS), 2009
2009-01-01
Computer advances now let researchers quickly search through DNA sequences to find gene variations that could lead to disease, simulate how flu might spread through one's school, and design three-dimensional animations of molecules that rival any video game. By teaming computers and biology, scientists can answer new and old questions that could…
Eduquemos con Musica (Let's Educate with Music).
ERIC Educational Resources Information Center
Leiva, Raquel Ojeda
This elementary and preschool music textbook is designed to reflect Latin America and Caribbean Island cultures and to be useful in both school classrooms and in teacher training courses. Short, easy to learn songs, illustrated pages, and 10 musical games are combined to teach musical forms, rhythm, auditory discrimination, language usage, motor…
2009-03-14
FIRST Robotics Competition 'Lunacy' hosted by NASA at San Jose State University Event Center. For Inspiration and Recognition of Science and Technology let the games begin. GRT of Gunn High School #192 in forground, Ames Space Cookies team #1868 in middle, Ragin' C-Biscuits of San Ramon Valley High team #1280 in background
Let Students Discover an Important Physical Property of a Slinky
ERIC Educational Resources Information Center
Gash, Philip
2016-01-01
This paper describes a simple experiment that lets first-year physics and engineering students discover an important physical property of a Slinky. The restoring force for the fundamental oscillation frequency is provided only by those coils between the support and the Slinky center of mass.
A Fun Alternative: Using Instructional Games to Foster Student Learning.
ERIC Educational Resources Information Center
Blum, H. Timothy; Yocom, Dorothy Jean
1996-01-01
This article provides guidelines for designing effective instructional games for all students, including students with disabilities or other special learning needs. The benefits of instructional games, including student motivation and the ability of games to facilitate individualized instruction, are discussed. Sample instructional games,…
Dragonfly: strengthening programming skills by building a game engine from scratch
NASA Astrophysics Data System (ADS)
Claypool, Mark
2013-06-01
Computer game development has been shown to be an effective hook for motivating students to learn both introductory and advanced computer science topics. While games can be made from scratch, to simplify the programming required game development often uses game engines that handle complicated or frequently used components of the game. These game engines present the opportunity to strengthen programming skills and expose students to a range of fundamental computer science topics. While educational efforts have been effective in using game engines to improve computer science education, there have been no published papers describing and evaluating students building a game engine from scratch as part of their course work. This paper presents the Dragonfly-approach in which students build a fully functional game engine from scratch and make a game using their engine as part of a junior-level course. Details on the programming projects are presented, as well as an evaluation of the results from two offerings that used Dragonfly. Student performance on the projects as well as student assessments demonstrates the efficacy of having students build a game engine from scratch in strengthening their programming skills.
Acquisition and Retention of STEM Concepts through Inquiry Based Learning
NASA Astrophysics Data System (ADS)
Lombardi, Candice
This study explores the integration of STEM (science, technology, engineering, and mathematics) concepts through inquiry based learning. Students are exposed to a constructivist style learning environment where they create understanding for themselves. This way of learning lets students plan and justify their ideas and beliefs while discussing and examining the ideas of their classmates. Students are engaged in solving a scientific problem in a meaningful, inquiry-based manner through hypothesis testing, experimentation, and investigation. This mode of learning introduces students to real life, authentic science experiences within the confines of a typical classroom. The focus of the unit is for the students to create connections and understanding about geography and the globe in order to ultimately identify the exact latitude and longitude of 10 mystery sites. The students learn about latitude and longitude and apply their knowledge through a set of clues to determine where their Mystery Class is located. Journey North provides an internationally accessed game of hide-and-seek called Mystery Class Seasons Challenge. Throughout this challenge, over the course of eleven weeks, students will record, graph, interpret and analysis data and research to ultimate identify the location of ten mystery locations. Students will track seasonal changes in sunlight while investigating, examining and researching clues to find these ten secret sites around the world. My research was done to prove the success of students' ability to learn new mathematics, science, technology and engineering concepts through inquiry based design.
Using Game Development to Engage Students in Science and Technology
NASA Technical Reports Server (NTRS)
Wiacek, John
2011-01-01
Game design workshops, camps and activities engage K-12 students In STEM disciplines that use game engine and development tools. Game development will have students create games and simulations that Will inspire them to love technology while learning math, physics, and,logic. By using tools such as Gamemaker, Alice, Unity, Gamesalad and others, students will get a sense of confidence and accomplishment creating games and simulations.
ERIC Educational Resources Information Center
Flannery, Louise P.; Bers, Marina Umaschi
2013-01-01
Young learners today generate, express, and interact with sophisticated ideas using a range of digital tools to explore interactive stories, animations, computer games, and robotics. In recent years, new developmentally appropriate robotics kits have been entering early childhood classrooms. This paper presents a retrospective analysis of one…
Wildfire: A Family Activity Book.
ERIC Educational Resources Information Center
WGBH-TV, Boston, MA.
This family activity book provides information for discovering and demonstrating the science of fire--how firefighters decide which fires to let burn and which to put out, how fires start and spread, and what to do when they flare up. Chapters include: (1) "A Game about Wildfire"; (2) "Create a Fire Safety Commercial"; (3)…
College Student Video Gaming and Parental Influence
ERIC Educational Resources Information Center
Chue, Maechi
2011-01-01
Video gaming is prevalent among college students, and researchers have documented negative consequences from some students' excessive video gaming, but the study of past and current parental influence on college student video gaming is limited. This study collected data from college students from several Midwestern U.S. universities using an…
NASA Technical Reports Server (NTRS)
1997-01-01
Coryphaeus Software, founded in 1989 by former NASA electronic engineer Steve Lakowske, creates real-time 3D software. Designer's Workbench, the company flagship product, is a modeling and simulation tool for the development of both static and dynamic 3D databases. Other products soon followed. Activation, specifically designed for game developers, allows developers to play and test the 3D games before they commit to a target platform. Game publishers can shorten development time and prove the "playability" of the title, maximizing their chances of introducing a smash hit. Another product, EasyT, lets users create massive, realistic representation of Earth terrains that can be viewed and traversed in real time. Finally, EasyScene software control the actions among interactive objects within a virtual world. Coryphaeus products are used on Silican Graphics workstation and supercomputers to simulate real-world performance in synthetic environments. Customers include aerospace, aviation, architectural and engineering firms, game developers, and the entertainment industry.
Effect of an educational game on university students' learning about action potentials.
Luchi, Kelly Cristina Gaviao; Montrezor, Luís Henrique; Marcondes, Fernanda K
2017-06-01
The aim of this study was to evaluate the effect of an educational game that is used for teaching the mechanisms of the action potentials in cell membranes. The game was composed of pieces representing the intracellular and extracellular environments, ions, ion channels, and the Na + -K + -ATPase pump. During the game activity, the students arranged the pieces to demonstrate how the ions move through the membrane in a resting state and during an action potential, linking the ion movement with a graph of the action potential. To test the effect of the game activity on student understanding, first-year dental students were given the game to play at different times in a series of classes teaching resting membrane potential and action potentials. In all experiments, students who played the game performed better in assessments. According to 98% of the students, the game supported the learning process. The data confirm the students' perception, indicating that the educational game improved their understanding about action potentials. Copyright © 2017 the American Physiological Society.
ERIC Educational Resources Information Center
Li, Kun-Hsien; Lou, Shi-Jer; Tsai, Huei-Yin; Shih, Ru-Chu
2012-01-01
This study aims to explore the effects of applying game-based learning to webcam motion sensor games for autistic students' sensory integration training for autistic students. The research participants were three autistic students aged from six to ten. Webcam camera as the research tool wad connected internet games to engage in motion sensor…
Educational Gaming for Pharmacy Students - Design and Evaluation of a Diabetes-themed Escape Room.
Eukel, Heidi N; Frenzel, Jeanne E; Cernusca, Dan
2017-09-01
Objective. To design an educational game that will increase third-year professional pharmacy students' knowledge of diabetes mellitus disease management and to evaluate their perceived value of the game. Methods. Faculty members created an innovative educational game, the diabetes escape room. An authentic escape room gaming environment was established through the use of a locked room, an escape time limit, and game rules within which student teams completed complex puzzles focused on diabetes disease management. To evaluate the impact, students completed a pre-test and post-test to measure the knowledge they've gained and a perception survey to identify moderating factors that could help instructors improve the game's effectiveness and utility. Results. Students showed statistically significant increases in knowledge after completion of the game. A one-sample t -test indicated that students' mean perception was statistically significantly higher than the mean value of the evaluation scale. This statically significant result proved that this gaming act offers a potential instructional benefit beyond its novelty. Conclusion. The diabetes escape room proved to be a valuable educational game that increased students' knowledge of diabetes mellitus disease management and showed a positive perceived overall value by student participants.
Game Based Learning as a Means to Teach Climate Literacy in a High School Environment
NASA Astrophysics Data System (ADS)
Fung, M. K.; Tedesco, L.; Katz, M. E.
2013-12-01
As part of RPI's GK-12 graduate fellowship program (which involves graduate STEM fellows in K-12 education) a climate change board game activity was developed and implemented at inner city Troy High School in Troy, New York. The goal was to engage and teach two classes of the Earth Science General Repeat (GR) tenth grade students about climate change through a game-based leaning module. Students placed in the GR course had previously failed Earth Science, and had never passed a general science class in high school. In the past, these students have responded positively to hands-on activities. Therefore, an interactive board game activity was created to teach students about climate, explore how humans impact our environment, and address the future of climate change. The students are presented with a draft version of the game, created by the graduate fellow, and are asked to redesign the game for their peers in the other GR class. The students' version of the game is required to include certain aspects of the original game, for example, the climate change Trivia and Roadblock cards, but the design, addition of rules and overall layout are left to the students. The game-based learning technique allows the students to learn through a storyline, compete against each other, and challenge themselves to perfect their learning and understanding of climate change. The climate change board game activity also incorporates our cascade learning model, in which the graduate fellow designs the activity, works with a high school teacher, and implements the game with high school students. In addition, the activity emphasizes peer-to-peer learning, allowing each classroom to design the game for a different group of students. This allows the students to take leadership and gives them a sense of accomplishment with the completed board game. The nature of a board game also creates a dynamic competitive atmosphere, in which the students want to learn and understand the material to succeed in the overall game. Although this board game activity was designed for high school students, it could easily be adapted for all K-12 levels as an interactive, informative and successful way of teaching students about climate literacy.
Farias, Cláudio; Valério, Carla; Mesquita, Isabel
2018-03-01
The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students' game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students' development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students' Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students' Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of the game forms played by students either inhibited or enabled their game-play development.
ERIC Educational Resources Information Center
Tekir, Serpil; Arikan, Arda
2007-01-01
It is known that English language coursebooks written by Turkish writers is widely used in Turkey although much research is needed to assess their quality as educational materials. In this research study, opinions of 7th grade students' and teachers' on "Let's Speak English 7" were studied through teacher and student questionnaires…
The kids got game: Computer/video games, gender and learning outcomes in science classrooms
NASA Astrophysics Data System (ADS)
Anderson, Janice Lyn
In recent years educators have begun to explore how to purposively design computer/video games to support student learning. This interest in video games has arisen in part because educational video games appear to have the potential to improve student motivation and interest in technology, and engage students in learning through the use of a familiar medium (Squire, 2005; Shaffer, 2006; Gee, 2005). The purpose of this dissertation research is to specifically address the issue of student learning through the use of educational computer/video games. Using the Quest Atlantis computer game, this study involved a mixed model research strategy that allowed for both broad understandings of classroom practices and specific analysis of outcomes through the themes that emerged from the case studies of the gendered groups using the game. Specifically, this study examined how fifth-grade students learning about science concepts, such as water quality and ecosystems, unfolds over time as they participate in the Quest Atlantis computer game. Data sources included classroom observations and video, pre- and post-written assessments, pre- and post- student content interviews, student field notebooks, field reports and the field notes of the researcher. To make sense of how students learning unfolded, video was analyzed using a framework of interaction analysis and small group interactions (Jordan & Henderson, 1995; Webb, 1995). These coded units were then examined with respect to student artifacts and assessments and patterns of learning trajectories analyzed. The analysis revealed that overall, student learning outcomes improved from pre- to post-assessments for all students. While there were no observable gendered differences with respect to the test scores and content interviews, there were gendered differences with respect to game play. Implications for game design, use of external scaffolds, games as tools for learning and gendered findings are discussed.
Haghbin, Maryam; Shaterian, Fatemeh; Hosseinzadeh, Davood; Griffiths, Mark D
2013-12-01
Over the last two decades, research into video game addiction has grown increasingly. The present research aimed to examine the relationship between video game addiction, self-control, and academic achievement of normal and ADHD high school students. Based on previous research it was hypothesized that (i) there would be a relationship between video game addiction, self-control and academic achievement (ii) video game addiction, self-control and academic achievement would differ between male and female students, and (iii) the relationship between video game addiction, self-control and academic achievement would differ between normal students and ADHD students. The research population comprised first grade high school students of Khomeini-Shahr (a city in the central part of Iran). From this population, a sample group of 339 students participated in the study. The survey included the Game Addiction Scale (Lemmens, Valkenburg & Peter, 2009), the Self-Control Scale (Tangney, Baumeister & Boone, 2004) and the ADHD Diagnostic checklist (Kessler et al., 2007). In addition to questions relating to basic demographic information, students' Grade Point Average (GPA) for two terms was used for measuring their academic achievement. These hypotheses were examined using a regression analysis. Among Iranian students, the relationship between video game addiction, self-control, and academic achievement differed between male and female students. However, the relationship between video game addiction, self-control, academic achievement, and type of student was not statistically significant. Although the results cannot demonstrate a causal relationship between video game use, video game addiction, and academic achievement, they suggest that high involvement in playing video games leaves less time for engaging in academic work.
NASA Astrophysics Data System (ADS)
Yukita, Kazuto; Ichiyanagi, Katsuhiro; Mori, Tsuyoshi; Goto, Yasuyuki
This paper discusses the methods of implementation and improvement adopted in the energy education program of “Marugoto Taiken World” (“Total Experience World”) at Aichi Institute of Technology. The program, which is aimed at high school, junior high school and elementary school students, has been carried on at Aichi Institute of Technology for a number of years now, and the authors have been involved in the energy education project for the past four years. During that time, the following four courses have been held : 1) Let's use wind power to generate electricity, 2) Let's use flowers to build a solar battery, 3) Let's use bottles to build a fuel cell battery, 4) Let's make all sorts of batteries.
A Zero-Sum Electromagnetic Evader-Interrogator Differential Game with Uncertainty
2011-02-21
of this paper. 2.2 Relaxed Differential Game The notion of relaxed control, or generalized curve, was introduced into the calculus of variations (in...V + 1 2 ‖σ2‖∞‖φ‖V‖ψ‖V +γ‖σ‖∞‖σ′‖∞‖φ‖V‖ψ‖V + γ2λ‖φ‖V‖ψ‖V. 10 Let = γ‖b‖∞ + 1 2 ‖σ2‖∞ + γ‖σ‖∞‖σ′‖∞ + γ2λ. Then by the above inequality we have |a(φ, ψ...H). 17 With Lemma 3.1 and inequality (3.8), we now can define the concept of motion in the game. Any uniform limit of a subsequence of the nth stage
Engaging Students in Quality Games
ERIC Educational Resources Information Center
Henninger, Mary L.; Richardson, Karen Pagnano
2016-01-01
Promoting student engagement for all students in physical education, and specifically in game play, is a challenge faced by many middle and high school physical education teachers. Often, the games we play in physical education are not "good games" because, as early as middle school, some students are already resistant to playing…
ERIC Educational Resources Information Center
Holmes, Venita
2012-01-01
Purpose: To assess how the use of games contributes to students' science learning, interests, and attitudes about science. Methodology: The study sample was middle and high-school students in a large urban school district in 2012. A total of 1191 students participated in the game. The majority of students were Hispanic females of low…
ERIC Educational Resources Information Center
Academy for Educational Development, Washington, DC.
This CD-ROM is part of an interactive and dynamic multimedia package of information and games for learning K'iche' and Ixil. The CD-ROMs help bilingual pre-service teachers improve their reading, writing, and listening comprehension skills in their own Mayan language. After a musical and colorful introduction, users may choose introductions to…
Development and Evaluation of a Virtual Campus on Second Life: The Case of SecondDMI
ERIC Educational Resources Information Center
De Lucia, Andrea; Francese, Rita; Passero, Ignazio; Tortora, Genoveffa
2009-01-01
Video games and new communication metaphors are quickly changing today's young people habits. Considering the actual e-learning scenarios, embedded in a fully technological enabled environment it is crucial to take advantage of this kind of capabilities to let learning process gain best results. This paper presents a virtual campus created using…
Gaming and the Commodities Market: An Economic-Based Game for Developing Reasoning Skills
ERIC Educational Resources Information Center
Witschonke, Christopher; Herrera, Jose Maria
2013-01-01
The authors describe an economics-based game they have developed to instruct student teachers in the value of games and gaming for developing reasoning and decision-making skills in economics in K-12 students (5-18-year-olds). The game is designed to progress through each grade level so that by high school students have a thorough appreciation and…
Application of Games in College English Teaching in China
ERIC Educational Resources Information Center
Yang, Qiaoyan; Dixon, Virginia L.
2015-01-01
Games are an activity with rules, goals, and create fun (Hadfield, 2007). Games can stimulate learning and motivation, and students get very absorbed in games, some of which are suitable for college students in studying English as their second language. Appropriate use of games in college English teaching could help students eliminate the…
Drinking game participation and outcomes in a sample of Australian university students.
George, Amanda M; Zamboanga, Byron L
2018-05-15
Most drinking game (DG) research among university students has been conducted among USA college samples. The extent to which demographics and game type (e.g. team and sculling games) are linked to DG behaviours/consequences among non-USA students is not well understood. As such, the current study investigated characteristics of DG participation (and associated outcomes) among a sample of Australian university students. University students (N = 252; aged 18-24 years; 67% female) who had consumed alcohol in the prior year completed an online survey. Measures included demographics, DG behaviours (lifetime, frequency and consumption) and gaming-specific consequences. Most of the students reported lifetime DG participation (85%). Among those who played a DG in the prior 6 months (69%), most had experienced a negative gaming-specific consequence. While team games were the most popular DG played, regression analysis demonstrated that participation in games which encouraged consumption (e.g. sculling) were associated with increased alcohol consumption during play. In addition to being older, playing DGs more frequently, and consuming more alcohol while playing, participation in both consumption and dice games (e.g. 7-11, doubles) predicted more negative gaming-specific consequences. DG participation is common among Australian university students, as it is in other parts of the world. The importance of game type is clear, particularly the risk of consumption games. Findings could help inform interventions to reduce participation in consumption games and identify students who might be especially at-risk for experiencing negative DG consequences. © 2018 Australasian Professional Society on Alcohol and other Drugs.
Engage and Excite Students with Educational Games
ERIC Educational Resources Information Center
Petsche, Jennifer
2011-01-01
Using educational games to learn or reinforce lessons engages students and turns a potentially boring subject into something exciting and desirable to know! Games offer teachers and parents a new way to grab students' attention so that they will retain information. Games have become a teaching tool, an invaluable resource for reaching students in…
Friends Don't Let Friends Drive Drunk, But Do They Let Friends Drive High?
ERIC Educational Resources Information Center
Glascoff, Mary A.; Shrader, Joe S.; Haddock, Rose K.
2013-01-01
This study reports on a study of college students at a state supported university regarding the use of designated drivers associated with illicit drug use, especially marijuana use. The purpose of the study was to examine whether college students report that they drive under the influence of illicit drugs, if they use the strategy of designating a…
Studying as fun and games: effects on college students' quiz performance.
Neef, Nancy A; Perrin, Christopher J; Haberlin, Alayna T; Rodrigues, Lilian C
2011-01-01
We examined college students' participation in a game activity for studying course material on their subsequent quiz performance. Game conditions were alternated with another activity counterbalanced across two groups of students in a multielement design. Overall, the mean percentage correct on quizzes was higher during the game condition than in the no-game condition.
NASA Astrophysics Data System (ADS)
Baytak, Ahmet
Among educational researchers and practitioners, there is a growing interest in employing computer games for pedagogical purposes. The present research integrated a technology education class and a science class where 5 th graders learned about environmental issues by designing games that involved environmental concepts. The purposes of this study were to investigate how designing computer games affected the development of students' environmental knowledge, programming knowledge, environmental awareness and interest in computers. It also explored the nature of the artifacts developed and the types of knowledge represented therein. A case study (Yin, 2003) was employed within the context of a 5 th grade elementary science classroom. Fifth graders designed computer games about environmental issues to present to 2nd graders by using Scratch software. The analysis of this study was based on multiple data sources: students' pre- and post-test scores on environmental awareness, their environmental knowledge, their interest in computer science, and their game design. Included in the analyses were also data from students' computer games, participant observations, and structured interviews. The results of the study showed that students were able to successfully design functional games that represented their understanding of environment, even though the gain between pre- and post-environmental knowledge test and environmental awareness survey were minimal. The findings indicate that all students were able to use various game characteristics and programming concepts, but their prior experience with the design software affected their representations. The analyses of the interview transcriptions and games show that students improved their programming skills and that they wanted to do similar projects for other subject areas in the future. Observations showed that game design appeared to lead to knowledge-building, interaction and collaboration among students. This, in turn, encouraged students to test and improve their designs. Sharing the games, it was found, has both positive and negative effects on the students' game design process and the representation of students' understandings of the domain subject.
Causes and Effects of Inflation: Let's Teach It
ERIC Educational Resources Information Center
Sawyer, Joe E.
1975-01-01
Let us develop in our students not only a realistic understanding of the causes and effects of inflation, but intelligent ways to cope with these rising prices that will probably confront them. (Author)
Chang, Huan Ying; Poh, David Yan Hong; Wong, Li Lian; Yap, John Yin Gwee; Yap, Kevin Yi-Lwern
2015-05-11
Serious games are motivating and provide a safe environment for students to learn from their mistakes without experiencing any negative consequences from their actions. However, little is known about students' gaming preferences and the types of serious games they like to play for education. This study aims to determine the types of gaming aspects that students would like to play in a pharmacy-related serious game. A cross-sectional study was conducted using a self-administered survey, which obtained students' responses on their preferences regarding various gaming aspects (reward systems, game settings, storylines, viewing perspectives, and gaming styles) and for a hypothetical gaming scenario (authentic simulation or post-apocalyptic fantasy). Descriptive statistics, chi-square, and Fisher's exact tests were used for statistical analyses. Response rate was 72.7% (497/684 undergraduates). The most popular game reward systems were unlocking mechanisms (112/497, 22.5%) and experience points (90/497, 18.1%). Most students preferred fantasy/medieval/mythic (253/497, 50.9%) and modern (117/497, 23.5%) settings, but lower year undergraduates preferred modern settings less than upper year seniors (47/236, 19.9% vs 70/242, 28.9%, P=.022). Almost one-third (147/497, 29.6%) preferred an adventurer storyline or an authentic pharmacy-related plot (119/497, 23.9%), and a collaborative game style was most preferred by the students (182/497, 36.6%). Three-dimensional game perspectives (270/497, 54.3%) were more popular than two-dimensional perspectives (221/497, 44.5%), especially among males than females (126/185, 68.1% vs 142/303, 46.9%, P<.001). In terms of choice for a pharmacy-related serious game, a post-apocalyptic fantasy game (scenario B, 287/497, 57.7%) was more popular than an authentic simulation game (scenario A, 209/497, 42.1%). More males preferred the post-apocalyptic fantasy scenario than females (129/187, 69.0% vs 155/306, 50.7%, P<.001). In general, students want a three-dimensional, fantasy/medieval/mythic post-apocalyptic game, based on an adventurer storyline with an unlocking mechanism reward system. A balance between real-life and fantasy elements needs to be struck in order for the game to cater students towards health care practices.
Ober, Christopher P
Understanding the concepts of radiographic image quality and artifact formation can be difficult for veterinary students. Two educational card games were previously developed to help students learn about factors affecting contrast and blackness as well as radiographic artifacts. Second-year veterinary students played one of the two card games as a part of their normal studies for their veterinary imaging course and later took the radiographic physics quiz normally administered during the course. Performance on quiz questions related to each of the two games was compared between students who played each respective game and those who did not. The hypothesis was that students who played a game would perform better on related questions than those who did not play that game. For the contrast and blackness questions, students who played the associated game as part of their studies performed better than those who only studied by conventional means (mean 4.3 vs. 3.8 out of 5 points, p=.02). However, there was no significant difference in results between groups for artifacts questions (mean 4.7 vs. 4.5 out of 5 points, p=.35). Based on these results, educational game play can have benefits to student learning, but performance may be dependent on specific game objectives and play mechanics.
An Arduino Investigation of Simple Harmonic Motion
ERIC Educational Resources Information Center
Galeriu, Calin; Edwards, Scott; Esper, Geoffrey
2014-01-01
We cannot hope for a new generation of scientists and engineers if we don't let our young students take ownership of their scientific and engineering explorations, if we don't let them enjoy the hands-on cycle of design and production, and if we don't let them implant their creativity into a technologically friendly environment.…
Exploring Space on the Computer
NASA Technical Reports Server (NTRS)
Bozym, Patrick
2004-01-01
For the past year Dennis Stocker has been in the process of developing pencil and paper games, which are fun, challenging, and educational for middle school and high school students. The latest version of these pencil and paper games is Spaceship Commander. The objective of the game is to earn points by plotting the flight path of a spaceship so astronauts can perform microgravity experiments, and make short-range measurements of other planets. During my ten weeks here at the GRC my goal is to create a computer based version of Spaceship commander. During the development of this game the primary focus has been on making it as educational and fun for the student as possible. The main educational objective of this game is to give students an understanding of forces and motion, including gravity. This is done by incorporating Newton's laws into the game. For example a spacecraft in the video game experiences a gravitational force applied to it by planets. The software I am using to create this game is a freeware application called Game Maker. Game Maker allows novice computer programmers like me to create arcade style games using a visual drag and drop interface. By using functions provided by Game Maker and a few I have written myself, I have been able to create a few simple computer games. Currently the computer game allows the student to navigate a space ship around planets, and asteroids by using the arrow keys on the numeric keypad. Each time an arrow key is pressed by the student the corresponding acceleration of the space ship is seen on the screen. Points are earned by navigating the space ship close enough to planets to gather scientific data. However the game encourages the student to plan his or her course carefully, because if the student gets too close to a planet they may not be able to escape the planet s gravity, and crash into the planet. The next step in the game development is to include a launch sequence which allows the student to launch from their home planet at a speed and direction determined by the student. Additional information is included in the original extended abstract.
Gallegos, Cara; Tesar, Abigail J; Connor, Kelley; Martz, Kim
2017-11-01
Baccalaureate nursing programs require students to complete a research course, and faculty find it challenging to engage students. Educational gaming has recently gained attention as a technique to motivate students and enhance learning. The purpose of this pilot study was to describe undergraduate nursing students' reflections of their experiences with 3D Gamelab © , a game-based learning platform. A descriptive qualitative research design was used to elicit students' reflections of their experiences. Educational content such as handouts, videos, activities, and recommended resources for a required junior level nursing research course was organized into quests for use in 3D GameLab © . At the end of the semester, students were invited to give their feedback through a survey with open-ended questions. Thematic analysis resulted in the following components of the game-based learning experience: navigation, motivation, gaming concept, knowledge, technology, and target population. Although the overall response to 3D GameLab © in this course was negative, game-based learning does have the potential to engage students and enhance learning. To better understand how educational gaming could be used in nursing, further research should be conducted to determine the most motivating elements and the types of course content best delivered in this manner. Copyright © 2017 Elsevier Ltd. All rights reserved.
ERIC Educational Resources Information Center
Charsky, Dennis; Ressler, William
2011-01-01
Does using a computer game improve students' motivation to learn classroom material? The current study examined students' motivation to learn history concepts while playing a commercial, off-the-shelf computer game, Civilization III. The study examined the effect of using conceptual scaffolds to accompany game play. Students from three ninth-grade…
Rand, Debbie; Zeilig, Gabi; Kizony, Rachel
2015-06-18
Impaired dexterity of the weaker upper extremity is common post stroke and it is recommended that these individuals practice many repetitions of movement to regain function. However, stroke rehabilitation methods do not achieve the required intensity to be effective. Touchscreen tablet technology may be used as a motivating tool for self-training impaired dexterity of the weaker upper extremity post stroke. Rehab-let is a self-training protocol utilizing game apps on a touchscreen for practicing movement of the weaker upper extremity. We will conduct a pilot randomized controlled trial to assess Rehab-let compared to traditional self-training to improve dexterity of the weaker hand, and to increase self-training time and satisfaction in individuals with subacute stroke. Forty individuals with stroke undergoing subacute rehabilitation will be randomly allocated to Rehab-let or a traditional self-training program using therapeutic aids such as balls, blocks and pegs. All participants will be requested to perform self-training for 60 minutes a day, 5 times a week for 4 weeks. Dexterity assessed by The Nine Hole Peg Test is the main outcome measure. Assessments will be administered pre and post the self-training intervention by assessors blind to the group allocation. The outcomes of this study will inform the design of a fully powered randomized controlled trial to evaluate the effectiveness of Rehab-let. If found to be effective, Rehab-let can be used during subacute rehabilitation to increase treatment intensity and improve dexterity. Potentially, Rehab-let can also be used after discharge and might be ideal for individuals with mild stroke who are often not referred to formal rehabilitation. Current Controlled Trials NCT02136433 registered on 17 September 2014.
The Effect of Playing a Logic Game on Student Learning in Physics.
ERIC Educational Resources Information Center
Parsons, Ralph
The effect of playing a logic game, Master Mind, on student learning in physics was examined in this study. An experimental group of 16 Electronics Engineering Technology students played the game during class one hour per week for seven weeks. A control group of nineteen students took the course without playing the logic game. Results showed that…
ERIC Educational Resources Information Center
Angel, Kenny; Sutton, Nancy
This paper describes six Ultimate Flag Games which offer a change from traditional games and sports that are usually geared toward athletically inclined students. These new games, aimed at middle school through college students, allow for success from the least-skilled through the most athletically talented students. Players are ability grouped…
Board and card games for studying electrochemistry: Preliminary research and early design
NASA Astrophysics Data System (ADS)
Kurniawan, Rizmahardian Ashari; Kurniasih, Dedeh; Jukardi
2017-12-01
Games in the chemistry classroom can offer engaging and fun alternative method of learning. However, only a few games in chemistry, especially in electrochemistry subject are available commercially. In this research, we developed board and card games for studying electrochemistry. We surveyed chemistry teacher and students from 10 different senior high schools in Pontianak to decide content and characteristic of the game. We have designed the game that can be played by four students or four group of students, either as a specific instruction in the classroom or as a supplementary learning material. The game was designed to help students understanding the voltaic cell configuration and its voltaic potential.
ERIC Educational Resources Information Center
Amory, Alan; Naicker, Kevin; Vincent, Jacky; Adams, Claudia
1999-01-01
Describes research with college students that investigated commercial game types and game elements to determine what would be suitable for education. Students rated logic, memory, visualization, and problem solving as important game elements that are used to develop a model that links pedagogical issues with game elements. (Author/LRW)
ERIC Educational Resources Information Center
Curtner-Smith, Matthew D.
1996-01-01
Explains how teachers of students in grades four through six can use the Teaching Games for Understanding Approach and incorporate games invention into the physical education curriculum. A three-step model is proposed: selection and modification of games; teaching games with an understanding approach; and student invention of games. Summaries of…
NASA Astrophysics Data System (ADS)
Dowling, Angie
This study investigated the effects of a game-like environment on instructional activity design and the use of student mentors on learning outcomes in a middle school general science class. The participants for this study were 165 students, ages 13-14 years old, who were enrolled in 8th grade at a mid-Atlantic middle school. Two research questions were used to conduct the research: 1. Can science content be designed and successfully delivered instructionally using a game-like learning environment? 2. Does the use of student mentors/assistants help direct and maintain the flow of the class away from the technological issues toward the necessary learning outcomes while also increasing the science content understanding acquired by the mentors while also increasing class and student engagement? For this study an introductory biology unit was designed using a game-like curricular structure. Student mentors were utilized in order to aid focus on the content and not the technology. The results indicated that the instructional design of the unit using a game-like environment was successful and students exhibited learning. The mentor students were instrumental in steering their fellow students away from the “Siren’s Call” of the instrument (in this case StarLogo) and enabled increased focus on the content.
Student-Prepared Games as a Teaching Strategy
ERIC Educational Resources Information Center
Brisk, William J.
1974-01-01
A course on game preparation attended by students from different disciplines involved an exposure to various types of games, leading up to individual and group development of games. Two of the games developed, Senate and Disarmament, described in the article, exemplify the benefit in hard deductive reasoning required by game preparation. (JH)
Entering College Early: It's All about the Fit
ERIC Educational Resources Information Center
Muratori, Michelle
2011-01-01
Years ago, the popular TV game show "Let's Make a Deal" required its contestants to choose one of three doors. Contestants were just as likely to win expensive items such as cars and exotic vacations as they were to win a crate of lemons. Helping their child reach decisions about college may at times lead parents to feel as if they are contestants…
ERIC Educational Resources Information Center
Tanaka, James W.; Wolf, Julie M.; Klaiman, Cheryl; Koenig, Kathleen; Cockburn, Jeffrey; Herlihy, Lauren; Brown, Carla; Stahl, Sherin; Kaiser, Martha D.; Schultz, Robert T.
2010-01-01
Background: An emerging body of evidence indicates that relative to typically developing children, children with autism are selectively impaired in their ability to recognize facial identity. A critical question is whether face recognition skills can be enhanced through a direct training intervention. Methods: In a randomized clinical trial,…
Hitting Restart: Learning and Gaming in an Australian Classroom
ERIC Educational Resources Information Center
Altura, Gerard J.; Curwood, Jen Scott
2015-01-01
Research suggests that video games can foster deep engagement, critical thinking, and collaborative learning. To highlight how video games promote student achievement, we focus on a year 9 elective class in Australia. Our findings suggest that this games-based class encouraged student learning and motivated students to develop advanced literacy…
The GOOD-BYE TO DENGUE GAME: Debriefing Study
ERIC Educational Resources Information Center
Lennon, Jeffrey L.; Coombs, David W.
2005-01-01
This study examined the use of postgame debriefing of a health educational board game activity on dengue fever in a Filipino student population. The debriefing used a series of specific open-ended questions, exploring students' feelings about the game and game-related questionnaires, students' perceptions of important information about dengue from…
"No Fun Games": Engagement Effects of Two Gameful Assessment Prototypes
ERIC Educational Resources Information Center
Guerreiro, Meg; Nordengren, Chase
2018-01-01
Assessments with features of games propose to address student motivation deficits common in traditional assessments. This study examines the impact of two "gameful assessment" prototypes on student engagement and teacher perceptions among 391 Grades 3-7 students and 14 teachers in one Midwestern and one Northwestern school. Using mixed…
A Digital Game for International Students' Adjustment
ERIC Educational Resources Information Center
Bisadi, Maryam; Chua, Alton Y. K; Keong, Lee Chu
2013-01-01
Although digital games have been developed for various subject areas, little attention has been focused on using digital games to address international students' adjustment issues. For this reason, this paper endeavors to explore the use of a digital game in facilitating international students acquire adjustment-related information. Specifically,…
ERIC Educational Resources Information Center
Müezzin, Emre
2015-01-01
The aim of this study is to compare the online game addiction in high school students with the habitual computer use and online gaming. The sample selected through the criterion sampling method, consists of 61.8% (n = 81) female, 38.2% (n = 50) male, 131 high school students. The "Online Game Addiction Scale" developed by Kaya and Basol…
Pope, Lizzy; Garnett, Bernice; Dibble, Marguerite
2018-04-01
To encourage high school students to meet physical activity goals using a newly developed game, and to document the feasibility, benefits, and challenges of using an electronic gaming application to promote physical activity in high school students. Working with youth and game designers an electronic game, Camp Conquer, was developed to motivate high school students to meet physical activity goals. One-hundred-five high school students were recruited to participate in a 12-week pilot test of the game and randomly assigned to a Game Condition or Control Condition. Students in both conditions received a FitBit to track their activity, and participants in the Game Condition received access to Camp Conquer. Number of steps and active minutes each day were tracked for all participants. FitBit use, game logins, and qualitative feedback from researchers, school personnel, and participants were used to determine intervention engagement. The majority of study participants did not consistently wear their FitBit or engage with the gaming intervention. Numerous design challenges and barriers to successful implementation such as the randomized design, absence of a true school-based champion, ease of use, and game glitches were identified. Developing games is an exciting technique for motivating the completion of a variety of health behaviors. Although the present intervention was not successful in increasing physical activity in high school students, important lessons were learned regarding how to best structure a gaming intervention for the high school population.
Teaching introductory game development with unreal engine: Challenges, strategies, and experiences
NASA Astrophysics Data System (ADS)
Head, Nicholas A.
From the days of Pong to 100 million dollar projects such as the Grand Theft Auto franchise, video games have evolved significantly over the years. This evolution has also changed the way game development is viewed as a career. Today, video games are one of the most profitable forms of entertainment, and game development courses are appearing at universities around the world. Even with this growth, a degree from a university has yet to be an important factor in finding a job in game development (Owen, 2013). This thesis examines a method of creating and implementing an introductory gaming course and recommends ways to improve the curriculum. The main focus of the course was to introduce game development to the students. Each week, they were given an exercise that covered a different topic. Students also took part in a team project in which they were tasked with creating a complete game. The goal of the team projects was to expand the student's basic knowledge given to them from the exercises. Data was gathered on the students' subjective experiences with the class. This data and the class's overall performance were compared with past iterations of the course. New to the course was the Unreal Engine. Students used the latest version of the engine, Unreal Engine 4, to complete exercises. Not all students chose to use this engine for the team project. Instructor and students experiences with the engine were also recorded. While there were some problems implementing the engine within our lab environment, we were still able to execute the overall lesson plan. Even with the engine issues, the course had overall good performance. CGT 241, Introduction to 3D Animation, was shown to help the students to complete the course while CGT 215, Computer Graphics Programming I, did not provide enough information on game programming. Exercises were found to be helpful but students wanted a better understanding of how these skills can be applied to game development. Team projects also went well with most teams creating a functional project. Students wanted more time to complete projects along with a structured approach to the project. Confidence in game development and the Unreal Engine were not high but students were enthusiastic in continuing in the field of game development. Recommendations were made to the curriculum in order to fix some of the issues with the introductory course and help students find a career. In order to fix the gap between the programming course and the introductory game course, a video game programming course was recommended that focused on teaching students how code works with video game engines. An option to specialize was also recommended in order to see a higher level of understanding on game concepts and a higher level of quality of game projects. Changes to the higher courses were also made for a yearlong course where students would focus on a single project to publish. This would expand on the introductory course while also replicating the game development process.
Comparing the social skills of students addicted to computer games with normal students.
Zamani, Eshrat; Kheradmand, Ali; Cheshmi, Maliheh; Abedi, Ahmad; Hedayati, Nasim
2010-01-01
This study aimed to investigate and compare the social skills of studentsaddicted to computer games with normal students. The dependentvariable in the present study is the social skills. The study population included all the students in the second grade ofpublic secondary school in the city of Isfahan at the educational year of2009-2010. The sample size included 564 students selected using thecluster random sampling method. Data collection was conducted usingQuestionnaire of Addiction to Computer Games and Social SkillsQuestionnaire (The Teenage Inventory of Social Skill or TISS). The results of the study showed that generally, there was a significantdifference between the social skills of students addicted to computer gamesand normal students. In addition, the results indicated that normal studentshad a higher level of social skills in comparison with students addicted tocomputer games. As the study results showed, addiction to computer games may affectthe quality and quantity of social skills. In other words, the higher theaddiction to computer games, the less the social skills. The individualsaddicted to computer games have less social skills.).
Comparing the Social Skills of Students Addicted to Computer Games with Normal Students
Zamani, Eshrat; Kheradmand, Ali; Cheshmi, Maliheh; Abedi, Ahmad; Hedayati, Nasim
2010-01-01
Background This study aimed to investigate and compare the social skills of studentsaddicted to computer games with normal students. The dependentvariable in the present study is the social skills. Methods The study population included all the students in the second grade ofpublic secondary school in the city of Isfahan at the educational year of2009-2010. The sample size included 564 students selected using thecluster random sampling method. Data collection was conducted usingQuestionnaire of Addiction to Computer Games and Social SkillsQuestionnaire (The Teenage Inventory of Social Skill or TISS). Findings The results of the study showed that generally, there was a significantdifference between the social skills of students addicted to computer gamesand normal students. In addition, the results indicated that normal studentshad a higher level of social skills in comparison with students addicted tocomputer games. Conclusion As the study results showed, addiction to computer games may affectthe quality and quantity of social skills. In other words, the higher theaddiction to computer games, the less the social skills. The individualsaddicted to computer games have less social skills.). PMID:24494102
Koivisto, Jaana-Maija; Multisilta, Jari; Niemi, Hannele; Katajisto, Jouko; Eriksson, Elina
2016-10-01
Clinical reasoning is viewed as a problem-solving activity; in games, players solve problems. To provide excellent patient care, nursing students must gain competence in clinical reasoning. Utilising gaming elements and virtual simulations may enhance learning of clinical reasoning. To investigate nursing students' experiences of learning clinical reasoning process by playing a 3D simulation game. Cross-sectional descriptive study. Thirteen gaming sessions at two universities of applied sciences in Finland. The prototype of the simulation game used in this study was single-player in format. The game mechanics were built around the clinical reasoning process. Nursing students from the surgical nursing course of autumn 2014 (N=166). Data were collected by means of an online questionnaire. In terms of the clinical reasoning process, students learned how to take action and collect information but were less successful in learning to establish goals for patient care or to evaluate the effectiveness of interventions. Learning of the different phases of clinical reasoning process was strongly positively correlated. The students described that they learned mainly to apply theoretical knowledge while playing. The results show that those who played digital games daily or occasionally felt that they learned clinical reasoning by playing the game more than those who did not play at all. Nursing students' experiences of learning the clinical reasoning process by playing a 3D simulation game showed that such games can be used successfully for learning. To ensure that students follow a systematic approach, the game mechanics need to be built around the clinical reasoning process. Copyright © 2016 Elsevier Ltd. All rights reserved.
Dibble, Marguerite
2017-01-01
Background Involving youth in the development of a mobile game designed to increase physical activity may increase relevancy and adoption. Objective To share the development process used to create a gaming app aimed at incentivizing physical activity in high school students. Methods Five focus groups were conducted with high school students (N=50) to understand gaming behaviors. A subset of students from the focus groups chose to complete a Web-based survey (N=10). Four different versions of gaming artwork and concept design based on student input were pilot tested (N=35), and group consensus building determined the direction of the game. The 4 game versions differed in their artwork style and gaming concept with some requiring competition versus cooperation, or being more individual versus team based. Group consensus building meant that all artwork and game concept options were displayed at the front of a classroom. Students could then vote for their top artwork and concept choices by putting stickers on the top 1 or 2 artwork and concept options that they liked best. Once all votes were cast, investigators discussed the voting results with students, and brainstormed ways to incorporate popular aspects of the 3 “losing” artwork and game concepts into the winning ideas. Results Focus group transcripts were analyzed for common themes. Artwork and gaming concept-voting data was tallied at the time of voting to share with students in real time. Focus groups and survey results revealed important themes for a successful gaming app: (1) competition, (2) balanced in-game rewards, (3) accessibility, and (4) aesthetic features. Consensus voting indicated the popularity of a collaborative competitive content design (35/66, 53%) and playful art (27/71, 38%). Conclusions To ensure saliency and effectiveness of game-based physical activity interventions, youth need to be included in design and implementation. Furthermore, the unique preferences and social constructs of high school students need to be considered during intervention development. PMID:28851676
ERIC Educational Resources Information Center
Glassman, Travis; Dodd, Virginia; Sheu, Jiunn-Jye; Miller, Maureen; Arthur, Ashley
2008-01-01
This study examined high-risk drinking among college students the night of the 2006 National College Football Championship game. Study findings show that while nearly 50% of students reported drinking the night of the National Championship Game, less than one third of students engaged in high-risk drinking. Students watching the game at on-campus…
Stegall-Zanation, Jennifer; Dupuis, Robert E.
2007-01-01
Objective To develop classroom games as alternatives to traditional pharmacokinetic instruction. Design Three classroom games were created for the following purposes: simple semester review, application of pharmacokinetics in a community-pharmacy setting, and development of critical thinking skills and concept application. All the games incorporated some degree of group activity. Assessment A survey was conducted of students' attitudes towards the incorporation of games into the classroom. A comparison of final examination scores to scores from the previous year was used to determine whether incorporating games hindered learning. Conclusions Overall, students found the games enjoyable, but some students questioned how much they learned. Although the games appeared to have a positive impact on grades and incorporated more than just factual, book knowledge (eg, critical thinking skills), determining how these games improved learning will require further assessment. PMID:17533430
Using Role-Playing Games to Teach Astronomy: An Evaluation
NASA Astrophysics Data System (ADS)
Francis, Paul
Since 1998, I've been experimenting with the use of role-playing games to teach astronomy. Students play the role of competing teams of researchers, racing to solve some astrophysical mystery. In this article, I review what has been learned from using these games around the world over the last eight years. The most common problem encountered is a tendency for students to become overly political. An unexpected benefit of these games is the boost that they give to student self- confidence. Overall, they seem to work well with a wide range of students, ranging from ninth grade to graduate school, and students exposed to this game comment repeatedly on how the games changed their attitudes toward the scientific process.
NASA Astrophysics Data System (ADS)
Khmelevskaya, A. V.; Klyuchnikova, O. E.; Golovin, P. V.; Yakushev, A. S.
2017-01-01
This article discusses the use of business games in the field of Infocommunications and information security. The authors consider the developed business game "Interview - rules of successful employment," "The tender to design Local Area Network," "Emergency situation in telecommunications company." This business games allows students to develop many skills and abilities. This games gives students the opportunity to take advantage of their theoretical knowledge and already in student years to begin them practically to realize and apply, producing own preparation the same for a further successful professional growth. The games is recommended for use as a new integrated form of organization-semester independent students work with a public defense of result and demonstration all professional competencies.
Board Game in Physics Classes—a Proposal for a New Method of Student Assessment
NASA Astrophysics Data System (ADS)
Dziob, Daniel
2018-03-01
The aim of this study was to examine the impact of assessing students' achievements in a physics course in the form of a group board game. Research was conducted in two groups of 131 high school students in Poland. In each school, the research sample was divided into experimental and control groups. Each group was taught by the same teacher and participated in the same courses and tests before the game. Just after finishing the course on waves and vibrations (school 1) and optics (school 2), experimental groups took part in a group board game to assess their knowledge. One week after the game, the experimental and control groups (not involved in the game) took part in the post-tests. Students from the experimental groups performed better in the game than in the tests given before the game. As well their results in the post-tests were significantly higher statistically than students from the control groups. Simultaneously, student's opinions in the experimental groups about the board game as an assessment method were collected in an open-descriptive form and in a short questionnaire, and analyzed. Results showed that students experienced a positive attitude toward the assessment method, a reduction of test anxiety and an increase in their motivation for learning.
The Playful and Reflective Game Designer
ERIC Educational Resources Information Center
Majgaard, Gunver
2014-01-01
A group of first-semester engineering students participated in a game design course. The aim of the course was to learn how to design computer games and programming skills by creating their own games, thereby applying their game-playing experiences to gain knowledge about game design. The aim was for students to develop a more critically…
Toward using games to teach fundamental computer science concepts
NASA Astrophysics Data System (ADS)
Edgington, Jeffrey Michael
Video and computer games have become an important area of study in the field of education. Games have been designed to teach mathematics, physics, raise social awareness, teach history and geography, and train soldiers in the military. Recent work has created computer games for teaching computer programming and understanding basic algorithms. We present an investigation where computer games are used to teach two fundamental computer science concepts: boolean expressions and recursion. The games are intended to teach the concepts and not how to implement them in a programming language. For this investigation, two computer games were created. One is designed to teach basic boolean expressions and operators and the other to teach fundamental concepts of recursion. We describe the design and implementation of both games. We evaluate the effectiveness of these games using before and after surveys. The surveys were designed to ascertain basic understanding, attitudes and beliefs regarding the concepts. The boolean game was evaluated with local high school students and students in a college level introductory computer science course. The recursion game was evaluated with students in a college level introductory computer science course. We present the analysis of the collected survey information for both games. This analysis shows a significant positive change in student attitude towards recursion and modest gains in student learning outcomes for both topics.
ERIC Educational Resources Information Center
Cohen, Karen C.
Simulation games were used as part of a summer program with 76 students who were either not interested or not benefiting from traditional classroom approaches. The Democracy Game and the Consumer Game were played for five days in place of regular English classes. Questionnaires were administered to the students before and after game participation.…
"Survivor" torches "Who Wants to Be a Physician?" in the educational games ratings war.
Howard, Mary G; Collins, Heidi L; DiCarlo, Stephen E
2002-12-01
We recently developed an educational game for reviewing respiratory physiology in a large classroom. The "Who Wants to be a Physician?" game encouraged medical students to be active participants in the learning process. An evaluation of the game documented that students enjoyed the active format, and the students reported that the game enhanced their ability to understand and retain information. However, the evaluation also revealed that the game had limitations. Specifically, the students recommended the use of multiple-choice questions to match the Medical Board Examination format and to speed up the game (i.e., cover more topics). The students also wanted to increase their level of participation and interaction. Finally, we wanted to emphasize the benefits of peer instruction as a collaborative learning tool. To address these limitations, we designed a new game, "Survivor." Survivor incorporated multiple-choice questions and emphasized peer instruction and a capacity to gather information and solve novel problems. In addition, participation was increased by including the student audience in the game. Finally, an evaluation instrument was utilized to assess the effectiveness of this instructional tool in an academic setting. As a result of these improvements, the evaluation documents that the newly developed tool is a more effective educational game that couples fun and creative excitement with proven and effective educational concepts.
Bringing your a-game: Educational gaming for student success.
Strickland, Haley P; Kaylor, Sara K
2016-05-01
The purpose of this article is to describe the theoretical basis for the integration of gaming in nursing education and discuss aspects related to the implementation of "The Race for Nursing Student Success" game. This game was designed for 112 junior-level baccalaureate nursing students enrolled in a fundamentals nursing course. Students were divided into groups of 5-8 and rotated through ten specific learning activities that took place in various locations throughout the nursing building. Student and faculty feedback indicated positive responses to this instructional strategy and also promoted a learner-centered teaching environment. This learning activity supports the use of educational gaming as a means to develop learner-centered environments that provide experiential experiences, enhance learning, and stimulate interest, and motivation for students to learn. Copyright © 2016 Elsevier Ltd. All rights reserved.
Computer Games for the Math Achievement of Diverse Students
ERIC Educational Resources Information Center
Kim, Sunha; Chang, Mido
2010-01-01
Although computer games as a way to improve students' learning have received attention by many educational researchers, no consensus has been reached on the effects of computer games on student achievement. Moreover, there is lack of empirical research on differential effects of computer games on diverse learners. In response, this study…
Studying as Fun and Games: Effects on College Students' Quiz Performance
ERIC Educational Resources Information Center
Neef, Nancy A.; Perrin, Christopher J.; Haberlin, Alayna T.; Rodrigues, Lilian C.
2011-01-01
We examined college students' participation in a game activity for studying course material on their subsequent quiz performance. Game conditions were alternated with another activity counterbalanced across two groups of students in a multielement design. Overall, the mean percentage correct on quizzes was higher during the game condition than…
PILOT-SPION: A Computer Game for German Students.
ERIC Educational Resources Information Center
Sanders, Ruth H.
1984-01-01
Describes a computer game designed for students of German, which uses techniques of artificial intelligence to create a model of language understanding by computer in an adventure game set in Berlin. In addition to providing a concrete means for testing students' language understanding, the game is a useful, highly motivating, learning mode. (SL)
Collaborative and Competitive Video Games for Teaching Computing in Higher Education
NASA Astrophysics Data System (ADS)
Smith, Spencer; Chan, Samantha
2017-08-01
This study measures the success of using a collaborative and competitive video game, named Space Race, to teach computing to first year engineering students. Space Race is played by teams of four, each with their own tablet, collaborating to compete against the other teams in the class. The impact of the game on student learning was studied through measurements using 485 students, over one term. Surveys were used to gauge student reception of the game. Pre and post-tests, and in-course examinations were used to quantify student performance. The game was well received with at least 82% of the students that played it recommending it to others. In some cases, game participants outperformed non-participants on course exams. On the final course exam, all of the statistically significant ( p<0.05) comparisons (42% of the relevant questions) showed a performance improvement of game participants on the questions, with a maximum grade improvement of 41%. The findings also suggest that some students retain the knowledge obtained from Space Race for at least 7 weeks. The results of this study provide strong evidence that a collaborative and competitive video game can be an effective tool for teaching computing in post-secondary education.
Students and Teacher Responses to a Unit of Student-Designed Games
ERIC Educational Resources Information Center
Casey, Ashley; Hastie, Peter A.
2011-01-01
Background: Despite the support in primary education that student-designed games enhance student contextualisation of skills and tactics, there has been little support in secondary education, nor any empirical research exploring these claims. This paper attempts to rekindle these beliefs and explores the use of student-designed games in an English…
Sharing Teaching Ideas: Starship.
ERIC Educational Resources Information Center
Camp, Dane R.
1995-01-01
Presents a game used to help students learning polar coordinates in precalculus class. The game is a variation of the game Battleship with the major difference being that students use polar coordinates. Includes reproducible student worksheets and directions. (MKR)
Drinking game participation among college students: gender and ethnic implications.
Pedersen, Eric R; LaBrie, Joseph
2006-11-01
Participation in drinking games by college students has recently sparked research attention. While previous research indicates that women play drinking games at lower frequencies than men, the current study reveals that college women may be playing games at rates similar to college men. In a sample of 105 coed college students, participants completed a 3-month Timeline Followback recording every drinking event and quantity consumed. They then were prompted to identify which drinking events involved drinking games and how much alcohol was consumed during game playing. Both men and women engaged in drinking games at similar rates and consumed more drinks on game playing days than on non-game drinking days. However, drinking game participation was related to alcohol-related consequences in women only. Further, while Caucasian participants played drinking games more often than non-Caucasian participants, an association between game participation and alcohol-related consequences emerged in non-Caucasian participants.
ERIC Educational Resources Information Center
Hansen, Lisa; Sanders, Steve
2010-01-01
Although video games are often associated with sedentary behaviors, active gaming is a new genre that requires children to become physically active while playing the games. In this study six fifth grade students' experiences participating in active gaming in eight-week physical education classes were explored. Qualitative methods of interviews,…
Game Design & Development: Using Computer Games as Creative and Challenging Assignments
ERIC Educational Resources Information Center
Seals, Cheryl; Hundley, Jacqueline; Montgomery, Lacey Strange
2008-01-01
This paper describes a game design and development course. The rationale for forming this class was to use student excitement with video games as an intrinsic motivation over traditional courses. Today's students have grown up exposed to gaming, interactive environments, and vivid 3D. Computer gaming has the capacity to attract many new students…
Virtual gaming to develop students' pediatric nursing skills: A usability test.
Verkuyl, Margaret; Atack, Lynda; Mastrilli, Paula; Romaniuk, Daria
2016-11-01
As competition for specialty clinical placements increases, there is an urgent need to create safe, stimulating, alternative learning environments for students. To address that clinical gap, our team developed a virtual game-based simulation to help nursing students develop their pediatric nursing skills. A usability study was conducted using the Technology Acceptance Model as a research framework. The study was conducted at a community college and included nursing students, nursing faculty/clinicians and two gaming experts. The two experts evaluated the game using a heuristic checklist after playing the game. Participants engaged in a think-aloud activity while playing the game and completed a survey and interview based on the Technology Acceptance Model to explore ease of use and utility of the game. We found a high degree of user satisfaction with the game. Students reported that they had learned about pediatric care, they had become immersed in the game and they were keen to keep playing. Several design changes were recommended. Usability testing is critical in the early stages of simulation development and the study provided useful direction for the development team in the next stage of game development. Copyright © 2016 Elsevier Ltd. All rights reserved.
Learning Projectile Motion with the Computer Game ``Scorched 3D``
NASA Astrophysics Data System (ADS)
Jurcevic, John S.
2008-01-01
For most of our students, video games are a normal part of their lives. We should take advantage of this medium to teach physics in a manner that is engrossing for our students. In particular, modern video games incorporate accurate physics in their game engines, and they allow us to visualize the physics through flashy and captivating graphics. I recently used the game "Scorched 3D" to help my students understand projectile motion.
Introduction to the special issue on college drinking games.
Zamboanga, Byron L; Tomaso, Cara C
2014-09-01
Drinking games are high-risk, social drinking activities comprised of rules that promote participants' intoxication and determine when and how much alcohol should be consumed. Despite the negative consequences associated with drinking games, this high-risk activity is common among college students, with participation rates reported at nearly 50% in some studies. Empirical research examining drinking games participation in college student populations has increased (i.e. over 40 peer-reviewed articles were published in the past decade) in response to the health risks associated with gaming and its prevalence among college students. This Special Issue of The American Journal of Drug and Alcohol Abuse seeks to advance the college drinking games literature even further by addressing understudied, innovative factors associated with the study of drinking games, including the negative consequences associated with drinking games participation; contextual, cultural, and psychological factors that may influence gaming; methodological concerns in drinking games research; and recommendations for intervention strategies. This Prologue introduces readers to each article topic-by-topic and underscores the importance of the continued study of drinking games participation among college students.
A Framework for Gamified Activities Based on Mobile Games Played by Portuguese University Students
ERIC Educational Resources Information Center
Carvalho, Ana Amélia; Araújo, Inês; Zagalo, Nelson
2014-01-01
This paper starts by reporting the findings of a survey of Portuguese university students concerning their game habits and preferences. An online questionnaire was developed and 1101 answers were collected, 626 were mobile game players. The results from the survey indicate that the games most played by university students are essentially casual…
The Effect of Digital Video Games on EFL Students' Language Learning Motivation
ERIC Educational Resources Information Center
Ebrahimzadeh, Mohsen; Alavi, Sepideh
2017-01-01
The study examined the effect of a commercial digital video game on high school students' language learning motivation. Participants were 241 male students randomly assigned to one of the following three treatments: Readers, who intensively read the game's story; Players, who played the digital video game; and Watchers, who watched two classmates…
ERIC Educational Resources Information Center
Li, Qing; Vandermeiden, Elise; Lemieux, Collette; Nathoo, Shahista
2016-01-01
This study explored secondary students' learning experiences in mathematics through digital game building. In this study, students were asked to become designers and builders in order to coauthor their own mathematics learning. Grounded in enactivism, this study examined the impact of game building on students' achievement. In addition, it…
Development and assessment of a chemistry-based computer video game as a learning tool
NASA Astrophysics Data System (ADS)
Martinez-Hernandez, Kermin Joel
The chemistry-based computer video game is a multidisciplinary collaboration between chemistry and computer graphics and technology fields developed to explore the use of video games as a possible learning tool. This innovative approach aims to integrate elements of commercial video game and authentic chemistry context environments into a learning experience through gameplay. The project consists of three areas: development, assessment, and implementation. However, the foci of this study were the development and assessment of the computer video game including possible learning outcomes and game design elements. A chemistry-based game using a mixed genre of a single player first-person game embedded with action-adventure and puzzle components was developed to determine if students' level of understanding of chemistry concepts change after gameplay intervention. Three phases have been completed to assess students' understanding of chemistry concepts prior and after gameplay intervention. Two main assessment instruments (pre/post open-ended content survey and individual semi-structured interviews) were used to assess student understanding of concepts. In addition, game design elements were evaluated for future development phases. Preliminary analyses of the interview data suggest that students were able to understand most of the chemistry challenges presented in the game and the game served as a review for previously learned concepts as well as a way to apply such previous knowledge. To guarantee a better understanding of the chemistry concepts, additions such as debriefing and feedback about the content presented in the game seem to be needed. The use of visuals in the game to represent chemical processes, game genre, and game idea appear to be the game design elements that students like the most about the current computer video game.
Let's Move! The Social and Health Contributions from "Pokémon" GO
ERIC Educational Resources Information Center
Finco, Mateus David; Rocha, Richard Santin; Fão, Rafael Wailla; Santos, Fabiana
2018-01-01
The aim of this article was to analyze how players of Pokémon GO could adopt a healthier and active lifestyle meanwhile or after using the game, observing how active they could become in their daily routines. The methodology involved a qualitative analysis involving a sample with players who were invited to complete an online questionnaire to…
Gaming the System: Developing an Educational Game for Securing Principles of Arterial Blood Gases.
Boyd, Cory Ann; Warren, Jonah; Glendon, Mary Ann
2016-01-01
This article describes the development process for creating a digital educational mini game prototype designed to provide practice opportunities for learning fundamental principles of arterial blood gases. Mini games generally take less than an hour to play and focus on specific subject matter. An interdisciplinary team of faculty from two universities mentored student game developers to design a digital educational mini game prototype. Sixteen accelerated bachelor of science in nursing students collaborated with game development students and playtested the game prototype during the last semester of their senior year in nursing school. Playtesting is a form of feedback that supports an iterative design process that is critical to game development. A 10-question survey was coupled with group discussions addressing five broad themes of an archetypical digital educational mini game to yield feedback on game design, play, and content. Four rounds of playtesting and incorporating feedback supported the iterative process. Accelerated bachelor of science in nursing student playtester feedback suggests that the digital educational mini game prototype has potential for offering an engaging, playful game experience that will support securing the fundamental principles of arterial blood gases. Next steps are to test the digital educational mini game for teaching and learning effectiveness. Copyright © 2016 Elsevier Inc. All rights reserved.
Chang, Huan Ying; Poh, David Yan Hong; Wong, Li Lian; Yap, John Yin Gwee
2015-01-01
Background Serious games are motivating and provide a safe environment for students to learn from their mistakes without experiencing any negative consequences from their actions. However, little is known about students’ gaming preferences and the types of serious games they like to play for education. Objective This study aims to determine the types of gaming aspects that students would like to play in a pharmacy-related serious game. Methods A cross-sectional study was conducted using a self-administered survey, which obtained students’ responses on their preferences regarding various gaming aspects (reward systems, game settings, storylines, viewing perspectives, and gaming styles) and for a hypothetical gaming scenario (authentic simulation or post-apocalyptic fantasy). Descriptive statistics, chi-square, and Fisher’s exact tests were used for statistical analyses. Results Response rate was 72.7% (497/684 undergraduates). The most popular game reward systems were unlocking mechanisms (112/497, 22.5%) and experience points (90/497, 18.1%). Most students preferred fantasy/medieval/mythic (253/497, 50.9%) and modern (117/497, 23.5%) settings, but lower year undergraduates preferred modern settings less than upper year seniors (47/236, 19.9% vs 70/242, 28.9%, P=.022). Almost one-third (147/497, 29.6%) preferred an adventurer storyline or an authentic pharmacy-related plot (119/497, 23.9%), and a collaborative game style was most preferred by the students (182/497, 36.6%). Three-dimensional game perspectives (270/497, 54.3%) were more popular than two-dimensional perspectives (221/497, 44.5%), especially among males than females (126/185, 68.1% vs 142/303, 46.9%, P<.001). In terms of choice for a pharmacy-related serious game, a post-apocalyptic fantasy game (scenario B, 287/497, 57.7%) was more popular than an authentic simulation game (scenario A, 209/497, 42.1%). More males preferred the post-apocalyptic fantasy scenario than females (129/187, 69.0% vs 155/306, 50.7%, P<.001). Conclusions In general, students want a three-dimensional, fantasy/medieval/mythic post-apocalyptic game, based on an adventurer storyline with an unlocking mechanism reward system. A balance between real-life and fantasy elements needs to be struck in order for the game to cater students towards health care practices. PMID:27731304
NASA Astrophysics Data System (ADS)
Li, Jing; Ma, Sujuan; Ma, Linqing
Firstly, in this article, we expound the theory of the educational games and multiple intelligence and analyze the relationship between them. Then, further, we elaborate educational games' effect on the development of students' multiple intelligence, taking logic-mathematics intelligence for example. Also, we discuss the strategies of using educational games to improve students' intelligence. In a word, we can use the computer games to develop the students' multi-intelligence.
Burleson, Kathryn M; Olimpo, Jeffrey T
2016-06-01
The sheer amount of terminology and conceptual knowledge required for anatomy and physiology can be overwhelming for students. Educational games are one approach to reinforce such knowledge. In this activity, students worked collaboratively to review anatomy and physiology concepts by creating arrays of descriptive tiles to define a term. Once guessed, students located the structure or process within diagrams of the body. The game challenged students to think about course vocabulary in novel ways and to use their collective knowledge to get their classmates to guess the terms. Comparison of pretest/posttest/delayed posttest data revealed that students achieved statistically significant learning gains for each unit after playing the game, and a survey of student perceptions demonstrated that the game was helpful for learning vocabulary as well as fun to play. The game is easily adaptable for a variety of lower- and upper-division courses. Copyright © 2016 The American Physiological Society.
Students' and Teachers' Perceptions of Using Video Games to Enhance Science Instruction
NASA Astrophysics Data System (ADS)
Marino, Matthew T.; Israel, Maya; Beecher, Constance C.; Basham, James D.
2013-10-01
Science education video game research points toward promising, but inconclusive results in both student learning outcomes and attitudes. However, student-level variables other than gender have been largely absent from this research. This study examined how students' reading ability level and disability status are related to their video game-playing behaviors outside of school and their perceptions about the use of science video games during school. Thirty-four teachers and 876 sixth- through ninth-grade students from 14 states participated in the study. All student groups reported that they would prefer to learn science from a video game rather than from traditional text, laboratory-based, or Internet environments. Chi-square analyses indicated a significant association between reading ability level, disability status, and key areas of interest including students' use of video games outside of school, their perceptions of their scientific abilities, and whether they would pursue a career in the sciences. Implications of these findings and areas for future research are identified.
ERIC Educational Resources Information Center
Siko, Jason; Barbour, Michael
2013-01-01
Research on educational games often focuses on the benefits that playing games has on student achievement. However, there is a growing body of research examining the benefits of having students design games rather than play them. Problems with game design as an instructional tool include the additional instruction on the programming language…
Chu, Samuel Kai Wah; Kwan, Alvin C M; Reynolds, Rebecca; Mellecker, Robin R; Tam, Frankie; Lee, Grace; Hong, Athena; Leung, Ching Yin
2015-06-01
A game application, "Making Smart Choices", was developed to fill the gap of limited easy-to-access resources available on sex education in Hong Kong and to disseminate correct knowledge and positive attitudes toward sex to teenagers using popular platforms such as tablets, Facebook, and the Web. Three versions of the game (iPAD, Facebook, and Web-based) were developed using HTML5. A theoretical framework that involved game-based learning and participatory design approach was used to design, develop, modify, and optimize the game for use with secondary school students (n=1176) 12-16 years of age. Pre- and post-test scores of students' safer sex knowledge were compared to test the effectiveness of the game. Students' survey and interviews were analyzed to assess participant feelings and attitudes toward the game. The Wilcoxon Signed-Rank test indicated that students' sex knowledge (n=788) improved with a medium effect size (0.477) after playing the game. Increases in positive attitudes toward sex and relationship and in awareness of making smart sexual choices were reported from student surveys and interviews. Students described the game as "interesting," "interactive," "informative," and "real-to-life." We advocate that the participatory design approach, which supports collaborative efforts of different stakeholders, is an effective framework for developing game-based learning tools for sex education. Our work provides preliminary findings that suggest game-based learning, preferably delivered through popular interactive platforms, can be effective in promoting sex education to teenagers.
ERIC Educational Resources Information Center
Hansen, Karen
1991-01-01
Presents guidelines for teaching students about African culture via dances and games and for developing related activities to expand student learning experiences. Student activity pages describe how to do the Ghana national dance and how to play Mankala, a popular African game. (SM)
Farias, Cláudio; Valério, Carla; Mesquita, Isabel
2018-01-01
The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students’ game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students’ development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students’ Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students’ Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of the game forms played by students either inhibited or enabled their game-play development. Key points The effect of time fostered by the extended participation of students in consecutive seasons of the model was paramount to promote effective gains in Game Performance and Game Involvement. Specific modifications imposed on the game, such as asymmetric attack-defense game configurations had a positive effect on the development of the learning outcomes. The persistent membership that was extended across sequential units of invasion games helped players build more sophisticated game-play routines and problem-solving. PMID:29535578
Kanthan, Rani; Senger, Jenna-Lynn
2011-01-01
The rapid advances of computer technologies have created a new e-learner generation of "Homo-zappien" students that think and learn differently. Digital gaming is an effective, fun, active, and encouraging way of learning, providing immediate feedback and measurable process. Within the context of ongoing reforms in medical education, specially designed digital games, a form of active learning, are effective, complementary e-teaching/learning resources. To examine the effectiveness of the use of specially designed digital games for student satisfaction and for measurable academic improvement. One hundred fourteen students registered in first-year pathology Medicine 102 had 8 of 16 lecture sessions reviewed in specially designed content-relevant digital games. Performance scores to relevant content sessions were analyzed at midterm and final examinations. Seventy-one students who registered in second-year pathology Medicine 202 were exposed to the games only during the final examination, with the midterm examination serving as an internal matched-control group. Outcome measures included performance at midterm and final examinations. Paired 2-tailed t test statistics compared means. A satisfaction survey questionnaire of yes or no responses analyzed student engagement and their perceptions to digital game-based learning. Questions relevant to the game-play sessions had the highest success rate in both examinations among 114 first-year students. In the 71 second-year students, the examination scores at the end of the final examination were significantly higher than the scores on the midterm examination. Positive satisfaction survey noted increased student engagement, enhanced personal learning, and reduced student stress. Specially constructed digital games-based learning in undergraduate pathology courses showed improved academic performance as measured by examination test scores with increased student satisfaction and engagement.
Medical student attitudes toward video games and related new media technologies in medical education
2010-01-01
Background Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Methods Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. Results 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Conclusions Overall, medical student respondents, including many who do not play video games, held highly favorable views about the use of video games and related new media technology in medical education. Significant gender differences in game play experience and attitudes may represent male video game design bias that stresses male cognitive aptitudes; medical educators hoping to create serious games that will appeal to both men and women must avoid this. PMID:20576125
Pope, Lizzy; Garnett, Bernice; Dibble, Marguerite
2017-08-29
Involving youth in the development of a mobile game designed to increase physical activity may increase relevancy and adoption. To share the development process used to create a gaming app aimed at incentivizing physical activity in high school students. Five focus groups were conducted with high school students (N=50) to understand gaming behaviors. A subset of students from the focus groups chose to complete a Web-based survey (N=10). Four different versions of gaming artwork and concept design based on student input were pilot tested (N=35), and group consensus building determined the direction of the game. The 4 game versions differed in their artwork style and gaming concept with some requiring competition versus cooperation, or being more individual versus team based. Group consensus building meant that all artwork and game concept options were displayed at the front of a classroom. Students could then vote for their top artwork and concept choices by putting stickers on the top 1 or 2 artwork and concept options that they liked best. Once all votes were cast, investigators discussed the voting results with students, and brainstormed ways to incorporate popular aspects of the 3 "losing" artwork and game concepts into the winning ideas. Focus group transcripts were analyzed for common themes. Artwork and gaming concept-voting data was tallied at the time of voting to share with students in real time. Focus groups and survey results revealed important themes for a successful gaming app: (1) competition, (2) balanced in-game rewards, (3) accessibility, and (4) aesthetic features. Consensus voting indicated the popularity of a collaborative competitive content design (35/66, 53%) and playful art (27/71, 38%). To ensure saliency and effectiveness of game-based physical activity interventions, youth need to be included in design and implementation. Furthermore, the unique preferences and social constructs of high school students need to be considered during intervention development. ©Lizzy Pope, Bernice Garnett, Marguerite Dibble. Originally published in JMIR Research Protocols (http://www.researchprotocols.org), 29.08.2017.
Kron, Frederick W; Gjerde, Craig L; Sen, Ananda; Fetters, Michael D
2010-06-24
Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Overall, medical student respondents, including many who do not play video games, held highly favorable views about the use of video games and related new media technology in medical education. Significant gender differences in game play experience and attitudes may represent male video game design bias that stresses male cognitive aptitudes; medical educators hoping to create serious games that will appeal to both men and women must avoid this.
ERIC Educational Resources Information Center
Romero, Margarida; Usart, Mireia
2013-01-01
The use of games for educational purposes has been considered as a learning methodology that attracts the students' attention and may allow focusing individuals on the learning activity through the [serious games] SG game dynamic. Based on the hypothesis that students' Temporal Perspective has an impact on learning performance and time-on-task,…
ERIC Educational Resources Information Center
Sevcik, Richard S.; McGinty, Ragan L.; Schultz, Linda D.; Alexander, Susan V.
2008-01-01
Periodic Table Target, a game for middle school or high school students, familiarizes students with the form of the periodic table and the biological significance of different elements. The Periodic Table Target game board is constructed as a class project, and the game is played to reinforce the content. Students are assigned several elements…
ERIC Educational Resources Information Center
Leonard, Jacqueline; Buss, Alan; Gamboa, Ruben; Mitchell, Monica; Fashola, Olatokunbo S.; Hubert, Tarcia; Almughyirah, Sultan
2016-01-01
This paper describes the findings of a pilot study that used robotics and game design to develop middle school students' computational thinking strategies. One hundred and twenty-four students engaged in LEGO® EV3 robotics and created games using Scalable Game Design software. The results of the study revealed students' pre-post self-efficacy…
Students Perceptions about the Use of Video Games in the Classroom
ERIC Educational Resources Information Center
Bourgonjon, Jeroen; Valcke, Martin; Soetaert, Ronald; Schellens, Tammy
2010-01-01
Video games are often regarded as promising teaching and learning tools for the 21st century. One of the main arguments is that video games are appealing to contemporary students. However, there are indications that video game acceptance cannot be taken for granted. In this study, a path model to examine and predict student acceptance of video…
Risk-Adjusted Returns and Stock Market Games.
ERIC Educational Resources Information Center
Kagan, Gary; And Others
1995-01-01
Maintains that stock market games are designed to provide students with a background for investing in securities, especially stocks. Reviews two games used with secondary students, analyzes statistical data from these experiences, and considers weaknesses in the games. (CFR)
Understanding Protein Synthesis: An Interactive Card Game Discussion
ERIC Educational Resources Information Center
Lewis, Alison; Peat, Mary; Franklin, Sue
2005-01-01
Protein synthesis is a complex process and students find it difficult to understand. This article describes an interactive discussion "game" used by first year biology students at the University of Sydney. The students, in small groups, use the game in which the processes of protein synthesis are actioned by the students during a…
Problem gambling among international and domestic university students in Australia: who is at risk?
Moore, Susan M; Thomas, Anna C; Kalé, Sudhir; Spence, Mark; Zlatevska, Natalina; Staiger, Petra K; Graffam, Joseph; Kyrios, Michael
2013-06-01
Young people are a high risk group for gambling problems and university (college) students fall into that category. Given the high accessibility of gambling in Australia and its association with entertainment, students from overseas countries, particularly those where gambling is restricted or illegal, may be particularly vulnerable. This study examines problem gambling and its correlates among international and domestic university students using a sample of 836 domestic students (286 males; 546 females); and 764 international students (369 males; 396 females) at three Australian universities. Our findings indicate that although most students gamble infrequently, around 5 % of students are problem gamblers, a proportion higher than that in the general adult population. Popular gambling choices include games known to be associated with risk (cards, horse races, sports betting, casino games, and gaming machines) as well as lotto/scratch tickets. Males are more likely to be problem gamblers than females, and almost 10 % of male international students could be classified as problem gamblers. Hierarchical regression analysis showed that male gender, international student status, financial stress, negative affect and frequency of gambling on sports, horses/dogs, table games, casino gaming machines, internet casino games and bingo all significantly predicted problem gambling. Results from this study could inform gambling-education programs in universities as they indicate which groups are more vulnerable and specify which games pose more risk of problem gambling.
Kenney, Shannon R.; Napper, Lucy E.; LaBrie, Joseph W.
2015-01-01
Background Participation in drinking games is associated with excessive drinking and alcohol risks. Despite the growing literature documenting the ubiquity and consequences of drinking games, limited research has examined the influence of psychosocial factors on the experience of negative consequences as the result of drinking game participation. Objectives The current event-level study examined the relationships among drinking game participation, social anxiety, drinking refusal self-efficacy (DRSE) and alcohol-related consequences in a sample of college students. Methods Participants (n =976) reported on their most recent drinking occasion in the past month in which they did not preparty. Results After controlling for sex, age, and typical drinking, higher levels of social anxiety, lower levels of DRSE, and playing drinking games predicted greater alcohol-related consequences. Moreover, two-way interactions (Social Anxiety × Drinking Games, DRSE × Drinking Games) demonstrated that social anxiety and DRSE each moderated the relationship between drinking game participation and alcohol-related consequences. Participation in drinking games resulted in more alcohol problems for students with high social anxiety, but not low social anxiety. Students with low DRSE experienced high levels of consequences regardless of whether they participated in drinking games; however, drinking game participation was associated with more consequences for students confident in their ability to resist drinking. Conclusion Findings highlight the important role that social anxiety and DRSE play in drinking game-related risk, and hence provide valuable implications for screening at-risk students and designing targeted harm reduction interventions that address social anxiety and drink refusal in the context of drinking games. PMID:25192207
Kenney, Shannon R; Napper, Lucy E; LaBrie, Joseph W
2014-09-01
Participation in drinking games is associated with excessive drinking and alcohol risks. Despite the growing literature documenting the ubiquity and consequences of drinking games, limited research has examined the influence of psychosocial factors on the experience of negative consequences as the result of drinking game participation. The current event-level study examined the relationships among drinking game participation, social anxiety, drinking refusal self-efficacy (DRSE) and alcohol-related consequences in a sample of college students. Participants (n = 976) reported on their most recent drinking occasion in the past month in which they did not preparty. After controlling for sex, age, and typical drinking, higher levels of social anxiety, lower levels of DRSE, and playing drinking games predicted greater alcohol-related consequences. Moreover, two-way interactions (Social Anxiety × Drinking Games, DRSE × Drinking Games) demonstrated that social anxiety and DRSE each moderated the relationship between drinking game participation and alcohol-related consequences. Participation in drinking games resulted in more alcohol problems for students with high social anxiety, but not low social anxiety. Students with low DRSE experienced high levels of consequences regardless of whether they participated in drinking games; however, drinking game participation was associated with more consequences for students confident in their ability to resist drinking. Findings highlight the important role that social anxiety and DRSE play in drinking game-related risk, and hence provide valuable implications for screening at-risk students and designing targeted harm reduction interventions that address social anxiety and drink refusal in the context of drinking games.
Learning about the game: designing science games for a generation of gamers
NASA Astrophysics Data System (ADS)
Chmiel, Marjee
2012-12-01
This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the need to better understand how children interact with non-educational games, outside of the school setting. This includes issues such as "gamer culture" and game play styles. The better we understand these issues, the better educational game designers and implementers can imagine the kinds of behaviors that might be elicited from students when we bring educational games into their classroom. In this focus, the student is the unit of analysis, but it is the student in and out of the classroom: the way the student understands video games when she is at home, playing with friends, and at school. The second area focuses on the study of the classroom as a unit of analysis. As the authors of this study reveal, classroom cultures affect the reception and success of an educational game. This is to ask, how does a game play when students have to play it in pairs or groups for a lack of resources? What is the role of the teacher in the success of video game implementation? How does a game react to multiple server requests in a short period of time? These are issues that are still largely unexplored in the educational game design literature.
NASA Astrophysics Data System (ADS)
Leonard, Jacqueline; Buss, Alan; Gamboa, Ruben; Mitchell, Monica; Fashola, Olatokunbo S.; Hubert, Tarcia; Almughyirah, Sultan
2016-12-01
This paper describes the findings of a pilot study that used robotics and game design to develop middle school students' computational thinking strategies. One hundred and twenty-four students engaged in LEGO® EV3 robotics and created games using Scalable Game Design software. The results of the study revealed students' pre-post self-efficacy scores on the construct of computer use declined significantly, while the constructs of videogaming and computer gaming remained unchanged. When these constructs were analyzed by type of learning environment, self-efficacy on videogaming increased significantly in the combined robotics/gaming environment compared with the gaming-only context. Student attitudes toward STEM, however, did not change significantly as a result of the study. Finally, children's computational thinking (CT) strategies varied by method of instruction as students who participated in holistic game development (i.e., Project First) had higher CT ratings. This study contributes to the STEM education literature on the use of robotics and game design to influence self-efficacy in technology and CT, while informing the research team about the adaptations needed to ensure project fidelity during the remaining years of the study.
Active Learning with Monty Hall in a Game Theory Class
ERIC Educational Resources Information Center
Brokaw, Alan J.; Merz, Thomas E.
2004-01-01
The authors describe a game that students can play on the first day of a game theory class. The game introduces the 4 essential elements of any game and is designed so that its sequel, also played on the first day of class, has students playing the well-known Monty Hall game, which raises the question: Should you switch doors? By implementing a…
Why Darwin would have loved evolutionary game theory
2016-01-01
Humans have marvelled at the fit of form and function, the way organisms' traits seem remarkably suited to their lifestyles and ecologies. While natural selection provides the scientific basis for the fit of form and function, Darwin found certain adaptations vexing or particularly intriguing: sex ratios, sexual selection and altruism. The logic behind these adaptations resides in frequency-dependent selection where the value of a given heritable phenotype (i.e. strategy) to an individual depends upon the strategies of others. Game theory is a branch of mathematics that is uniquely suited to solving such puzzles. While game theoretic thinking enters into Darwin's arguments and those of evolutionists through much of the twentieth century, the tools of evolutionary game theory were not available to Darwin or most evolutionists until the 1970s, and its full scope has only unfolded in the last three decades. As a consequence, game theory is applied and appreciated rather spottily. Game theory not only applies to matrix games and social games, it also applies to speciation, macroevolution and perhaps even to cancer. I assert that life and natural selection are a game, and that game theory is the appropriate logic for framing and understanding adaptations. Its scope can include behaviours within species, state-dependent strategies (such as male, female and so much more), speciation and coevolution, and expands beyond microevolution to macroevolution. Game theory clarifies aspects of ecological and evolutionary stability in ways useful to understanding eco-evolutionary dynamics, niche construction and ecosystem engineering. In short, I would like to think that Darwin would have found game theory uniquely useful for his theory of natural selection. Let us see why this is so. PMID:27605503
Why Darwin would have loved evolutionary game theory.
Brown, Joel S
2016-09-14
Humans have marvelled at the fit of form and function, the way organisms' traits seem remarkably suited to their lifestyles and ecologies. While natural selection provides the scientific basis for the fit of form and function, Darwin found certain adaptations vexing or particularly intriguing: sex ratios, sexual selection and altruism. The logic behind these adaptations resides in frequency-dependent selection where the value of a given heritable phenotype (i.e. strategy) to an individual depends upon the strategies of others. Game theory is a branch of mathematics that is uniquely suited to solving such puzzles. While game theoretic thinking enters into Darwin's arguments and those of evolutionists through much of the twentieth century, the tools of evolutionary game theory were not available to Darwin or most evolutionists until the 1970s, and its full scope has only unfolded in the last three decades. As a consequence, game theory is applied and appreciated rather spottily. Game theory not only applies to matrix games and social games, it also applies to speciation, macroevolution and perhaps even to cancer. I assert that life and natural selection are a game, and that game theory is the appropriate logic for framing and understanding adaptations. Its scope can include behaviours within species, state-dependent strategies (such as male, female and so much more), speciation and coevolution, and expands beyond microevolution to macroevolution. Game theory clarifies aspects of ecological and evolutionary stability in ways useful to understanding eco-evolutionary dynamics, niche construction and ecosystem engineering. In short, I would like to think that Darwin would have found game theory uniquely useful for his theory of natural selection. Let us see why this is so. © 2016 The Author(s).
A Board Game for Sensitizing Dental Students to Children with Special Needs.
ERIC Educational Resources Information Center
Udin, Richard D.; Kuster, Curtis G.
1985-01-01
A study to determine the usefulness of a board game in training and sensitizing senior dental students toward handicapped children showed that neither the board game nor a standard small-group lecture affected student attitudes or confidence. (MSE)
Drury, Vicki; Francis, Karen; Chapman, Ysanne
2008-10-01
This study describes the third phase of a constructivist grounded theory titled becoming a registered nurse. The study identifies that mature-aged students experience three phases in their university journey. These phases or subcategories are called taking the first step, keeping going and, finally letting go and moving forward. In this article mature students' experiences of letting go and moving forward are explicated. Data gathered through semi-structured interviews and focus groups with mature students from two rural university campuses in Australia are used to illustrate this construct. Grounded theory methods of concurrent data generation and analysis, coding, developing categories and memoing were used. It was found that mature students experienced anxiety as they transitioned out of university and into employment. Despite reports of a nursing crisis in rural Australia some students were unable to find employment in their local rural areas. These students allege that it is not the nursing shortage but rather a shortage of money to pay more nurses that is the real issue. Furthermore mature students did not have a sense of termination of their university studies as there was no formal recognition that they had completed at the time, rather the formal recognition, university graduation, occurred some months after completion.
ERIC Educational Resources Information Center
Cohen, Karen C.
The following report describes one teacher's use of the Consumer Game in a class of seventh grade students in a target area school. These students were not highly motivated and displayed poor attitudes toward school, and it was hoped that a game experience might interest them. Despite unusual administrative conditions, the game appears to have…
Let's get technical! Gaming and technology for weight control and health promotion in children.
Baranowski, Tom; Frankel, Leslie
2012-02-01
Most children, including lower socioeconomic status and ethnic minority children, play video games, use computers, and have cell phones, and growing numbers have smart phones and electronic tablets. They are comfortable with, even prefer, electronic media. Many expect to be entertained and have a low tolerance for didactic methods. Thus, health promotion with children needs to incorporate more interactive media. Interactive media for weight control and health promotion among children can be broadly classified into web-based educational/therapeutic programs, tailored motivational messaging systems, data monitoring and feedback systems, active video games, and diverse forms of interactive multimedia experiences involving games. This article describes the primary characteristics of these different technological methods; presents the strengths and weaknesses of each in meeting the needs of children of different ages; emphasizes that we are in the earliest stages of knowing how best to design these systems, including selecting the optimal requisite behavioral change theories; and identifies high-priority research issues. Gaming and technology offer many exciting, innovative opportunities for engaging children and promoting diet and physical activity changes that can contribute to obesity prevention and weight loss maintenance. Research needs to clarify optimal procedures for effectively promoting change with each change procedure.
Drinking Games in the College Environment: A Review
ERIC Educational Resources Information Center
Borsari, Brian
2004-01-01
Drinking games among American college students, although popular, contribute significantly to excessive drinking and alcohol-related problems. Drinking games appear to facilitate socialization, and are especially prevalent among younger students. This article reviews the qualitative and quantitative research on drinking games. Findings from…
Co-Located Collaborative Learning Video Game with Single Display Groupware
ERIC Educational Resources Information Center
Infante, Cristian; Weitz, Juan; Reyes, Tomas; Nussbaum, Miguel; Gomez, Florencia; Radovic, Darinka
2010-01-01
Role Game is a co-located CSCL video game played by three students sitting at one machine sharing a single screen, each with their own input device. Inspired by video console games, Role Game enables students to learn by doing, acquiring social abilities and mastering subject matter in a context of co-located collaboration. After describing the…
A Tactical-Game Approach and Enhancement of Metacognitive Behaviour in Elementary School Students
ERIC Educational Resources Information Center
Chatzipanteli, Athanasia; Digelidis, N.; Karatzoglidis, C.; Dean, R.
2016-01-01
Background: "Teaching games for understanding" (TGfU) is a tactical-game approach to teaching, in which participants are learning via the processes intrinsic to the games themselves. Purpose: The aim of the study was to examine the effectiveness of a tactical-game model in promoting metacognitive behaviour in elementary-school students.…
Game-Based Curricula in Biology Classes: Differential Effects among Varying Academic Levels
ERIC Educational Resources Information Center
Sadler, Troy D.; Romine, William L.; Stuart, Parker E.; Merle-Johnson, Dominike
2013-01-01
Video games have become a popular medium in our society, and recent scholarship suggests that games can support substantial learning. This study stems from a project in which we created a video game enabling students to use biotechnology to solve a societal problem. As students engaged in the game, they necessarily interacted with the underlying…
Patterns of Physics Reasoning in Face-to-Face and Online Forum Collaboration around a Digital Game
ERIC Educational Resources Information Center
Van Eaton, Grant; Clark, Douglas B.; Smith, Blaine E.
2015-01-01
Students playing digital learning games in the classroom rarely play alone, even in digital games that are ostensibly "single-player" games. This study explores the patterns of physics reasoning that emerge in face-to-face and online forum collaboration while students play a physics-focused educational game in their classroom. We…
ALTEC Learning Games: Successful Integration of Learning and Gaming
ERIC Educational Resources Information Center
Bacon, Melanie A.; Ault, Marilyn M.
2009-01-01
Of the 53 million K-12 students in the United States, 93%, or 51 million, of them play video games (Etuk, 2008). ALTEC Learning Games utilize the excitement of video games to engage students and provide teachers authentic online resources that reinforce skills in math and language arts. Our recent work was partially supported by a partnership with…
Games as an Artistic Medium: Investigating Complexity Thinking in Game-Based Art Pedagogy
ERIC Educational Resources Information Center
Patton, Ryan M.
2013-01-01
This action research study examines the making of video games, using an integrated development environment software program called GameMaker, as art education curriculum for students between the ages of 8-13. Through a method I designed, students created video games using the concepts of move, avoid, release, and contact (MARC) to explore their…
A Case Study of Educational Computer Game Design by Middle School Students
ERIC Educational Resources Information Center
An, Yun-Jo
2016-01-01
Only a limited number of research studies have investigated how students design educational computer games and its impact on student learning. In addition, most studies on educational game design by students were conducted in the areas of mathematics and science. Using the qualitative case study approach, this study explored how seventh graders…
Jones, J Shawn; Tincher, Lindsay; Odeng-Otu, Emmanuel; Herdman, Michelle
2015-10-25
Objective. To examine whether playing a board game can assist PharmD students in learning autonomic nervous system (ANS) pharmacology. Design. Of 72 students enrolled in a required second-year pharmacology course, 22 students volunteered to play the board game, which was followed by an in-class examination consisting of 42 ANS questions (ANSQs) and 8 control questions (CTLQs). Participants were given a pretest and a posttest to assess immediate educational improvement. Participants' scores for pretest, posttest, in-class examination, and ANSQs were compared. Also, scores for examination, ANSQs, and CTLQs were compared between board game participants (PART) and nonparticipating classmates (NPART). Assessment. Board game participants scored progressively higher between the pretest, posttest, examination, and ANSQs. Additionally, PART scores were higher than NPART scores for examination and ANSQs. Difference between PART and NPART CTLQ scores was not significant. Conclusion. A board game can assist PharmD students in learning ANS pharmacology.
NASA Astrophysics Data System (ADS)
Silverberg, S. K.; Ollinger, S. V.; Martin, M. E.; Gengarelly, L. M.; Schloss, A. L.; Bourgeault, J. L.; Randolph, G.; Albrechtova, J.
2009-12-01
National Science Content Standards identify systems as an important unifying concept across the K-12 curriculum. While this standard exists, there is a recognized gap in the ability of students to use a systems thinking approach in their learning. In a similar vein, both popular media as well as some educational curricula move quickly through climate topics to carbon footprint analyses without ever addressing the nature of carbon or the carbon cycle. If students do not gain a concrete understanding of carbon’s role in climate and energy they will not be able to successfully tackle global problems and develop innovative solutions. By participating in the GLOBE Carbon Cycle project, students learn to use a systems thinking approach, while at the same time, gaining a foundation in the carbon cycle and it's relation to climate and energy. Here we present the GLOBE Carbon Cycle project and materials, which incorporate a diverse set of activities geared toward upper middle and high school students with a variety of learning styles. A global carbon cycle adventure story and game let students see the carbon cycle as a complete system, while introducing them to systems thinking concepts including reservoirs, fluxes and equilibrium. Classroom photosynthesis experiments and field measurements of schoolyard vegetation brings the global view to the local level. And the use of computer models at varying levels of complexity (effects on photosynthesis, biomass and carbon storage in global biomes, global carbon cycle) not only reinforces systems concepts and carbon content, but also introduces students to an important scientific tool necessary for understanding climate change.
ERIC Educational Resources Information Center
Heshmati, Saeideh; Kersting, Nicole; Sutton, Taliesin
2018-01-01
This study explored the design and implementation of the Cover-up and Un-cover games, two manipulative-based fraction games, in 14 fifth-grade classrooms. We examined how the fraction concepts were integrated into the game design and explored the nature of teacher-student interactions during games using lesson videos. Our examination showed that…
ERIC Educational Resources Information Center
Atwood-Blaine, Dana; Huffman, Douglas
2017-01-01
This article explores the impact of an augmented reality iPad-based mobile game, called The Great STEM Caper, on students' interaction at a science center. An open-source, location-based game platform called ARIS (i.e. Augmented Reality and Interactive Storytelling) was used to create an iPad-based mobile game. The game used QR scan codes and a…
Alsafi, Z; Hameed, Y; Amin, P; Shamsad, S; Raja, U; Alsafi, A; Hamady, M S
2017-09-01
To investigate the effect of playing computer games and manual dexterity on catheter-wire manipulation in a mechanical aortic model. Medical student volunteers filled in a preprocedure questionnaire assessing their exposure to computer games. Their manual dexterity was measured using a smartphone game. They were then shown a video clip demonstrating renal artery cannulation and were asked to reproduce this. All attempts were timed. Two-tailed Student's t-test was used to compare continuous data, while Fisher's exact test was used for categorical data. Fifty students aged 18-22 years took part in the study. Forty-six completed the task at an average of 168 seconds (range 103-301 seconds). There was no significant difference in the dexterity score or time to cannulate the renal artery between male and female students. Students who played computer games for >10 hours per week had better dexterity scores than those who did not play computer games: 9.1 versus 10.2 seconds (p=0.0237). Four of 19 students who did not play computer games failed to complete the task, while all of those who played computer games regularly completed the task (p=0.0168). Playing computer games is associated with better manual dexterity and ability to complete a basic interventional radiology task for novices. Copyright © 2017 The Royal College of Radiologists. Published by Elsevier Ltd. All rights reserved.
Learning decision making through serious games.
Kaczmarczyk, Joseph; Davidson, Richard; Bryden, Daniele; Haselden, Stephen; Vivekananda-Schmidt, Pirashanthie
2016-08-01
In Serious Games (SGs), educational content is integrated into a game so that learning is intrinsic to play, thereby motivating players and improving engagement. SGs enable learning by developing situated understanding in users and by enabling players to practise safe clinical decision making; however, the use of SGs in medical education is not well established. We aimed to design a game-based resource to teach clinical decision making to medical students, and to assess user perceptions of educational value, usability and the role for SGs in undergraduate training. An SG focusing on the acute management of tachyarrhythmias was developed. Third- and fourth-year medical students at the medical school were invited to use and evaluate the game using questionnaires and focus groups. We invited 479 students, and 281 accessed the game. Only 47 students completed the questionnaire and 31 students participated in the focus groups. The data suggest that SGs: (1) can allow students to rehearse taking responsibility for decision making; (2) are fun and motivational; (3) have a role in revising and consolidating knowledge; and (4) could be formative assessment tools. Serious Games enable learning by developing situated understanding in users SGs could be employed as adjuvant learning resources to develop students' skills and knowledge. Further empirical research is required to assess the added value of games in medical education. © 2015 John Wiley & Sons Ltd.
Day-Black, Crystal; Merrill, Earline B; Konzelman, Lois; Williams, Tammie T; Hart, Natalie
2015-01-01
Serious games have "re-emerged" as innovative teaching-learning strategies that researchers have shown to be effective in improving student learning outcomes. "Serious games" refer to games that are driven by educational goals, not entertainment. The use of serious games as part of the teaching-learning experience in nursing education fits into the philosophy and strategies of active learning. The "digital" nursing student needs engagement, stimulation, realism, and entertainment not more readings and Powerpoint supplements in the classroom to support learning. Nursing faculty at a mid-Atlantic Historical Black College and University introduced "serious gaming" technology into a Community Health Nursing course by using two web-based gamed simulations, Outbreak at WatersEdge: A Public Health Discovery Game, and EnviroRisk. This innovation proved to be effective in reinforcing learning and improving student learning outcomes.
Investigating Flow Experience and Scientific Practices During a Mobile Serious Educational Game
NASA Astrophysics Data System (ADS)
Bressler, Denise M.; Bodzin, Alec M.
2016-10-01
Mobile serious educational games (SEGs) show promise for promoting scientific practices and high engagement. Researchers have quantified this engagement according to flow theory. This study investigated whether a mobile SEG promotes flow experience and scientific practices with eighth-grade urban students. Students playing the game ( n = 59) were compared with students in a business-as-usual control activity ( n = 120). In both scenarios, students worked in small teams. Data measures included an open-ended instrument designed to measure scientific practices, a self-report flow survey, and classroom observations. The game players had significantly higher levels of flow and scientific practices compared to the control group. Observations revealed that game teams received less whole-class instruction and review compared to the control teams. Game teachers had primarily a guide-on-the-side role when facilitating the game, while control teachers predominantly used didactic instruction when facilitating the control activity. Implications for these findings are discussed.
A study on the effectiveness of task manager board game as a training tool in managing project
NASA Astrophysics Data System (ADS)
Yusof, Shahrul Azmi Mohd; Radzi, Shanizan Herman Md; Din, Sharifah Nadera Syed; Khalid, Nurhafizah
2016-08-01
Nowadays, games have become one of the useful tools in training. Many instructors choose to use games to enhance the way of delivering the subject. Failure to apply the suitable tool in training will lead to discouragement in learning and causing waste to the resources. An effective game will help the student understand the concept quickly. It can also help students to get involve in experiential learning where the student can manage and solve the problem as in the actual situation. This study will focus on the effectiveness of board game as a training tool for managing projects. This game has 4 tasks to be completed by students. They will be divided into a group of 4 or 5. Two methods are used in this study, pilot test, and post-test. These methods are chosen to analyze the effectiveness of using Task Manager Board Game as a teaching tool and the improvement of student's knowledge in project management. Three sub-components assessed were motivation, user experience and learning using case studies on Kirkpatrick's level one base on the perception of the students. The result indicated that the use of Task Manager board game as a training tool for managing project has a positive impact on students. It helps students to experience the situation of managing projects. It is one of the easiest ways for improving time management, human resources and communication skill.
Evaluation of a Web-Based Malaria Risk Reduction Game for Study Abroad Students
Hartjes, Laurie B.; Baumann, Linda C.
2012-01-01
Objective Compare feedback strategies in three versions of an educational game. Participants Study abroad students (N = 482) participated by playing the game and completing pre-game/post-game surveys January-March 2010. Methods This study employed an experimental design. Primary outcome measures were knowledge gain, player-satisfaction, and risk perception. Results One-third had previously traveled to a malaria-risk region and two-thirds planned to do so. Baseline malaria knowledge was low. Post-game knowledge and risk perception were significantly higher than pre-game, irrespective of past travel status. The group that automatically received explanatory feedback following game decisions scored higher for mean knowledge gain, without differences in player-satisfaction. Conclusions The challenges of designing a feedback strategy to support Web-based learning make these results highly relevant to health educators developing interactive multimedia interventions. The increasing number of students traveling to higher-risk destinations demands attention. Both malaria-naive and malaria-experienced students would benefit from this approach to travel health education. PMID:22686363
Augmenting your own reality: student authoring of science-based augmented reality games.
Klopfer, Eric; Sheldon, Josh
2010-01-01
Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent games, TimeLab 2100, players role-play citizens of the early 22nd century when global climate change is out of control. Through AR, they see their community as it might be nearly one hundred years in the future. TimeLab and other similar AR games balance location specificity and portability--they are games that are tied to a location and games that are movable from place to place. Focusing students on developing their own AR games provides the best of both virtual and physical worlds: a more portable solution that deeply connects young people to their own surroundings. A series of initiatives has focused on technical and pedagogical solutions to supporting students authoring their own games.
ERIC Educational Resources Information Center
Keels, Crystal L.
2004-01-01
It's the pageantry, the precision, the rhythm and the music. It's wave after wave of energetic flute, trumpet, tuba and drum players wearing colorful uniforms and executing intricate steps. It's the dramatic dance moves and megawatt smiles of majorettes in short pleated skirts. It's the drum major whose kinetic energy electrifies them all. And…
ERIC Educational Resources Information Center
Mesquita, Isabel; Farias, Claudio; Hastie, Peter
2012-01-01
The purpose of this study was to examine the impact of a hybrid Sport Education-Invasion Games Competence Model (SE-IGCM) unit application on students' improvements in decision making, skill execution and overall game performance, during a soccer season. Twenty-six fifth-grade students from a Portuguese public elementary school participated in a…
To Tell the Truth: A Classroom Gaming Procedure.
ERIC Educational Resources Information Center
Hisgen, Jon W.
1981-01-01
Gaming activities increase a student's motivation to learn cognitive material, develop a student's sensitivity to the way media works, and improve the student's decision making skills. The game presented is based on the television program "To Tell the Truth," and centers on questions concerning arthritis. (JN)
The most enjoyable way to learn the periodic table
NASA Astrophysics Data System (ADS)
Gümüşsoy, Verim; Kaya, Mustafa
2017-04-01
Constructivist learning allows students to be actively involved in the learning process and thus the learning to be permanent. It makes the lesson more interesting and enjoyable compared to classical learning where students are passive and get bored quickly. When students engage in activities during the learning process, they enjoy it more. And there is no doubt that games help this a lot. In this project, a game has been designed to make it more entertaining to learn the periodical table for the students. In this game, a huge periodical table (with empty columns) is drawn with acrylic paint in the school yard. Acrylic paint is preferred because it is resilient to outdoor conditions, quick drying and relatively durable. Besides its functionality in the game, the presence of the huge periodical table in the yard boosts students' motivation for scientific activities. Students are taught about the periodical table in their Chemistry lesson a week before the game is to be played. They are informed about the game and asked to bring some sportswear to wear during the game. On the game day, the class is divided into teams of five people. Each team wears a different color vest and is called by the color of the vest they are wearing. The starting point is drawn as far as possible from the periodical table. Furthermore, some question cards that cover the subject are used in the game. As an example from the game: one student from each team is asked to find the correct place by the atomic number of a certain element as described in the cards given to them. There is a time limit so the stopwatch is started as each student starts reading the information on the card. The student runs to the correct place of the certain element according to the clues on their given card. Then they stop and raise their hands. The teacher stops the stopwatch for that student. The teams gain points according to their speed and correct guesses. The game continues as other students are given different question cards and asked to follow same directions. In the end, the winning team is awarded. The game contains both short term goals, like allowing students to acquire the aimed learning outcome in a permanent way while having fun, and long term goals, like increasing the motivation toward the lesson and school and gaining team awareness.
Game Theory in the Social Studies Classroom
ERIC Educational Resources Information Center
Vesperman, Dean Patrick; Clark, Chris H.
2016-01-01
This article explores using game theory in social studies classrooms as a heuristic to aid students in understanding strategic decision making. The authors provide examples of several simple games teachers can use. Next, we address how to help students design their own simple (2 × 2) games.
Effects of digital game-based learning on student engagement and academic achievement
NASA Astrophysics Data System (ADS)
Little, Timothy W.
This experimental study was designed to determine the effect of digital game-based learning on student engagement and academic achievement. The sample was comprised of 34 students enrolled in a secondary Biology class in a rural public school. The study utilized an experimental pretest-posttest design with switching replications. After random assignment, students participated in one of two supplemental learning activities: playing a digital game designed to review science concepts or participating in a lab to review the same concepts. Students subsequently switched activities. Student achievement data were collected on mastery of science concepts, and student engagement data were collected utilizing self- and teacher-reported measures. Data were analyzed using analysis of variance (ANOVA) with repeated measures. Results demonstrated that the digital game was as effective as the lab activity at increasing teacher-reported student engagement and academic achievement. These findings may be of interest to school administrators or directors of teacher preparation programs on the potential effectiveness of digital games as a learning tool.
ERIC Educational Resources Information Center
Lui, Richard W. C.; Au, Cheuk Hang
2018-01-01
This article describes how different literatures have suggested the positive role of educational games in students' learning, but it can be hard to find an existing game for student learning. Some lecturers may try to develop a game for their courses, but there were not many effective models for educational board game development. The authors have…
Learning the Rules of the Game
ERIC Educational Resources Information Center
Smith, Donald A.
2018-01-01
Games have often been used in the classroom to teach physics ideas and concepts, but there has been less published on games that can be used to teach scientific thinking. D. Maloney and M. Masters describe an activity in which students attempt to infer rules to a game from a history of moves, but the students do not actually play the game. Giving…
Simulation Games as Advance Organizers in the Learning of Social Science Materials. Experiments 1-3.
ERIC Educational Resources Information Center
Livingston, Samuel A.
Three classroom experiments were conducted using a simulation game, Trade and Develop, designed for classroom use with students in grade six through twelve economic geography classes. The hypotheses tested were: a simulation game will motivate students to learn subject matter related to the game, and, the game will facilitate learning by acting as…
Online Game Addiction among Chinese College Students Measurement and Attribution.
Zhou, Yuqiong; Li, Zhitian
2009-01-01
This study made an initial attempt to measure and attribute online game addiction among Chinese college students. We generated three factors of online game addiction: Control Disorder, Conflict, and Injury, as well as proposed a comprehensive model that attributed online game addiction to three groups of driving forces: environmental influences (most significant), characteristics of online games, and personal reasons.
Using Game Mechanics to Measure What Students Learn from Programming Games
ERIC Educational Resources Information Center
Denner, Jill; Werner, Linda; Campe, Shannon; Ortiz, Eloy
2014-01-01
Despite the growing popularity of teaching children to program games, little is known about the benefits for learning. In this article, the authors propose that game mechanics can be used as a window into how the children are thinking and describe a strategy for using them to analyze students' games. The study involved sixty 10-14 year old…
Escobar-Chaves, S Liliana; Kelder, Steve; Orpinas, Pamela
2002-12-01
Multiple factors are involved in the occurrence of aggressive behavior. The purpose of this study was to evaluate the hypotheses that Latino middle school children exposed to higher levels of video game playing will exhibit a higher level of aggression and fighting compared to children exposed to lower levels and that the more acculturated middle school Latino children will play more video games and will prefer more violent video games compared to less acculturated middle school Latino children. This study involved 5,831 students attending eight public schools in Texas. A linear relationship was observed between the time spent playing video games and aggression scores. Higher aggression scores were significantly associated with heavier video playing for boys and girls (p < 0.0001). The more students played video games, the more they fought at school (p < 0.0001). As Latino middle school students were more acculturated, their preference for violent video game playing increased, as well as the amount of time they played video games. Students who reported speaking more Spanish at home and with their friends were less likely to spend large amounts of time playing video games and less likely to prefer violent video games (p < 0.05).
Dankbaar, Mary E W; Alsma, Jelmer; Jansen, Els E H; van Merrienboer, Jeroen J G; van Saase, Jan L C M; Schuit, Stephanie C E
2016-08-01
Simulation games are becoming increasingly popular in education, but more insight in their critical design features is needed. This study investigated the effects of fidelity of open patient cases in adjunct to an instructional e-module on students' cognitive skills and motivation. We set up a three-group randomized post-test-only design: a control group working on an e-module; a cases group, combining the e-module with low-fidelity text-based patient cases, and a game group, combining the e-module with a high-fidelity simulation game with the same cases. Participants completed questionnaires on cognitive load and motivation. After a 4-week study period, blinded assessors rated students' cognitive emergency care skills in two mannequin-based scenarios. In total 61 students participated and were assessed; 16 control group students, 20 cases students and 25 game students. Learning time was 2 h longer for the cases and game groups than for the control group. Acquired cognitive skills did not differ between groups. The game group experienced higher intrinsic and germane cognitive load than the cases group (p = 0.03 and 0.01) and felt more engaged (p < 0.001). Students did not profit from working on open cases (in adjunct to an e-module), which nonetheless challenged them to study longer. The e-module appeared to be very effective, while the high-fidelity game, although engaging, probably distracted students and impeded learning. Medical educators designing motivating and effective skills training for novices should align case complexity and fidelity with students' proficiency level. The relation between case-fidelity, motivation and skills development is an important field for further study.
ERIC Educational Resources Information Center
Okanlawon, A. E.; Fakokunde, J. B.; Yusuf, F. A.; Abanikannda, M. O.; Oyelade, A. A.
2017-01-01
The popularity of games and their availability through both ICT and non ICT tools require the investigation of students' attitude towards the use in instructional delivery. The study therefore examined students' attitudes towards instructional games on peace education. A total of 360 students randomly selected from the six states forming the…
"Press Start": The Value of an Online Student-Led, Peer-Reviewed Game Studies Journal
ERIC Educational Resources Information Center
Barr, Matthew
2017-01-01
In this article, an online student journal is described, and the ways in which student participants value the journal are discussed. "Press Start" is a peer-reviewed international journal of game studies, which aims to publish the best student work related to the academic study of video games. Content analysis of qualitative survey data…
The Effectiveness of an Educational Game for Teaching Optometry Students Basic and Applied Science
Trevino, Richard; Majcher, Carolyn; Rabin, Jeff; Kent, Theresa; Maki, Yutaka; Wingert, Timothy
2016-01-01
Purpose To compare the effectiveness of an educational board game with interactive didactic instruction for teaching optometry students elements of the core optometric curriculum. Methods Forty-two optometry students were divided into two GPA-matched groups and assigned to either 12 hours of game play (game group) or 12 hours of interactive didactic instruction (lecture group). The same material from the core optometric curriculum was delivered to both groups. Game play was accomplished via an original board game. Written examinations assessed change in knowledge level. A post-intervention opinion survey assessed student attitudes. Results There was no significant difference in pre- or post-intervention test scores between the lecture and game groups (Pre-test: p = 0.9; Post-test: p = 0.5). Post-intervention test scores increased significantly from baseline (Game group: 29.3% gain, Didactic group: 31.5% gain; p<0.001 for each). The score increase difference between groups was not statistically significant (p = 0.6). The post-intervention attitude survey did not reveal any significant between group differences (p = 0.5). Conclusions Our results indicate that an educational game and interactive didactic instruction can be equally effective in teaching optometry students basic and applied science. Furthermore, both modes of instruction have the potential to be equally engaging and enjoyable experiences. PMID:27233041
The Effectiveness of an Educational Game for Teaching Optometry Students Basic and Applied Science.
Trevino, Richard; Majcher, Carolyn; Rabin, Jeff; Kent, Theresa; Maki, Yutaka; Wingert, Timothy
2016-01-01
To compare the effectiveness of an educational board game with interactive didactic instruction for teaching optometry students elements of the core optometric curriculum. Forty-two optometry students were divided into two GPA-matched groups and assigned to either 12 hours of game play (game group) or 12 hours of interactive didactic instruction (lecture group). The same material from the core optometric curriculum was delivered to both groups. Game play was accomplished via an original board game. Written examinations assessed change in knowledge level. A post-intervention opinion survey assessed student attitudes. There was no significant difference in pre- or post-intervention test scores between the lecture and game groups (Pre-test: p = 0.9; Post-test: p = 0.5). Post-intervention test scores increased significantly from baseline (Game group: 29.3% gain, Didactic group: 31.5% gain; p<0.001 for each). The score increase difference between groups was not statistically significant (p = 0.6). The post-intervention attitude survey did not reveal any significant between group differences (p = 0.5). Our results indicate that an educational game and interactive didactic instruction can be equally effective in teaching optometry students basic and applied science. Furthermore, both modes of instruction have the potential to be equally engaging and enjoyable experiences.
Games in clinical genetic counseling supervision.
McIntosh, Nathalie; Dircks, Anita; Fitzpatrick, Jennifer; Shuman, Cheryl
2006-08-01
Games are defined as ongoing series of complementary ulterior transactions that are superficially plausible but have a concealed motivation to maximize pay-offs and minimize penalties for the initiator. While some games are harmless and part of socialization, others are destructive. Destructive game-playing in clinical supervision, in which game-playing (initiated by either supervisors or students) interferes with a student's realization of internship goals, has been documented in some allied healthcare professions but has not yet been studied in genetic counseling. Genetic counselors and clinical supervisors of genetic counseling students were anonymously surveyed regarding their experiences with destructive game-playing. Results show that such games do occur in genetic counseling clinical supervision. Some games are the same or similar to ones previously described in other health-care professions; others may be unique to genetic counseling. The purpose of this paper is to document these games as a first step to facilitating dialogue, understanding and awareness of them.
Borgonovi, Francesca
2016-04-01
Video games are a favorite leisure-time activity among teenagers worldwide. This study examines cross-national gender differences in reading achievement and video gaming and whether video gaming explains gender differences in reading achievement and differences in performance between paper-based and computer-based reading. We use data from a representative sample of 145,953 students from 26 countries who sat the PISA 2012 assessments and provided self-reports on use of video games. Although boys tend to have poorer results in both the computer-based and the paper-based reading assessments, boys' under achievement is smaller when the assessment is delivered on computer than when it is delivered on paper. Boys underperformance compared to girls in the two reading assessments is particularly pronounced among low-achieving students. Among both boys and girls moderate use of single-player games is associated with a performance advantage. However, frequent engagement with collaborative online games is generally associated with a steep reduction in achievement, particularly in the paper-based test and particularly among low-achieving students. Excessive gaming may hinder academic achievement, but moderate gaming can promote positive student outcomes. In many countries video gaming explains the difference in the gender gap in reading between the paper-based and the computer-based assessments. Copyright © 2016 The Foundation for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved.
Educational gaming in the health sciences: systematic review.
Blakely, Gillian; Skirton, Heather; Cooper, Simon; Allum, Peter; Nelmes, Pam
2009-02-01
This paper is a report of a review to investigate the use of games to support classroom learning in the health sciences. One aim of education in the health sciences is to enable learners to develop professional competence. Students have a range of learning styles and innovative teaching strategies assist in creating a dynamic learning environment. New attitudes towards experiential learning methods have contributed to the expansion of gaming as a strategy. A search for studies published between January 1980 and June 2008 was undertaken, using appropriate search terms. The databases searched were: British Education Index, British Nursing Index, The Cochrane Library, CINAHLPlus, Medline, PubMed, ERIC, PsychInfo and Australian Education Index. All publications and theses identified through the search were assessed for relevance. Sixteen papers reporting empirical studies or reviews that involved comparison of gaming with didactic methods were included. The limited research available indicates that, while both traditional didactic methods and gaming have been successful in increasing student knowledge, neither method is clearly more helpful to students. The use of games generally enhances student enjoyment and may improve long-term retention of information. While the use of games can be viewed as a viable teaching strategy, care should be exercised in the use of specific games that have not been assessed objectively. Further research on the use of gaming is needed to enable educators to gaming techniques appropriately for the benefit of students and, ultimately, patients.
The effect of mathematical games on on-task behaviours in the primary classroom
NASA Astrophysics Data System (ADS)
Bragg, Leicha A.
2012-12-01
A challenge for primary classroom teachers is to maintain students' engagement with learning tasks while catering for their diverse needs, capabilities and interests. Multiple pedagogical approaches are employed to promote on-task behaviours in the mathematics classroom. There is a general assumption by educators that games ignite children's on-task behaviours, but there is little systemically researched empirical data to support this claim. This paper compares students' on-task behaviours during non-digital game-playing lessons compared with non-game-playing lessons. Six randomly selected grade 5 and 6 students (9-12 year olds) were observed during ten mathematics lessons. A total of 2,100 observations were recorded via an observational schedule and analysed by comparing the percentage of exhibited behaviours. The study found the children spent 93 % of the class-time exhibiting on-task engagement during the game-playing lessons compared with 72 % during the non-game-playing lessons. The game-playing lessons also promoted greater incidents of student talk related to the mathematical task (34 %) compared with the non-game-playing lessons (11 %). These results support the argument that games serve to increase students' time-on-task in mathematics lessons. Therefore, it is contended that use of games explicitly addressing the mathematical content being taught in a classroom is one way to increase engagement and, in turn, potential for learning.
ERIC Educational Resources Information Center
Clark, Sherri; Smith, Geoffrey Battle
2004-01-01
Outbreak! is an online, interactive educational game that helps students and teachers learn and evaluate clinical microbiology skills. When the game was used in introductory microbiology laboratories, qualitative evaluation by students showed very positive responses and increased learning. Outbreak! allows students to design diagnostic tests and…
Mental Rotation Ability and Computer Game Experience
ERIC Educational Resources Information Center
Gecu, Zeynep; Cagiltay, Kursat
2015-01-01
Computer games, which are currently very popular among students, can affect different cognitive abilities. The purpose of the present study is to examine undergraduate students' experiences and preferences in playing computer games as well as their mental rotation abilities. A total of 163 undergraduate students participated. The results showed a…
Parent-child relationships and self‑control in male university students' desire to play video games.
Karbasizadeh, Sina; Jani, Masih; Keshvari, Mahtab
2018-06-12
To determine the relationship between the parent-child relationship, self-control and demographic characteristics and the desire to play video games among male university students at one university in Iran. This was a correlational, descriptive, applied study. A total of 103 male students were selected randomly as a study sample from the population of male students at Isfahan University in Iran. Data collection tools used were the Video Games Questionnaire, Tanji's Self-Control Scale, Parent-Child Relationship Questionnaire, and Demographic Questionnaire. Data were analysed using stepwise regression analysis. This study found several factors increased male students' desire to play video games. Demographic characteristics associated with increased tendency to play video games among male students in Iran are older age, larger number of family members, lower parental level of education and higher socio-economic class, while other significant factors are a lower level of self‑control and a poorer parent-child relationship. PARTICIPANTS': higher socio-economic class, lower level of self-control and older age explained 8.2%, 5.2% and 5.9% of their desire to play video games, respectively. These three variables together accounted for significantly 16.9% of a male student's desire to play video games in this study ( P <0.05). These results suggest that the family's socio-economic status plays a significant role in young men's desire to play video games in Iran. Moreover, lower levels of self-control and a poorer parent-child relationship were found to be accompanied by a greater desire to play video games among male university students. © 2018 RCN Publishing Company Ltd. All rights reserved. Not to be copied, transmitted or recorded in any way, in whole or part, without prior permission of the publishers.
Ahead of the game: the use of gaming to enhance knowledge of psychopharmacology.
Beek, Terra S; Boone, Cheryl; Hubbard, Grace
2014-12-01
Experiential teaching strategies have the potential to more effectively help students with critical thinking than traditional lecture formats. Gaming is an experiential teaching-learning strategy that reinforces teamwork, interaction, and enjoyment and introduces the element of play. Two Bachelor of Science in Nursing students and a clinical instructor created a Jeopardy!(®)-style game to enhance understanding of psychopharmacology, foster student engagement in the learning process, and promote student enjoyment during clinical postconference. The current article evaluates the utility, relevance, and effectiveness of gaming using a Jeopardy!(®)-style format for the psychiatric clinical setting. Students identified the strengths of this learning activity as increased awareness of knowledge deficits, as well as the reinforcement of existing knowledge and the value of teamwork. Copyright 2014, SLACK Incorporated.
Ober, Christopher P
2017-03-01
When confronted with various findings on thoracic radiographs, fourth-year veterinary students often have difficulty generating appropriate lists of differential diagnoses. The purpose of this one-group, pretest, posttest experimental study was to determine if a game could be used as an adjunct teaching method to improve students' understanding of connections between imaging findings and differential diagnoses. A novel board game focusing on differential diagnoses in thoracic radiography was developed. One hundred fourth-year veterinary students took a brief pretest, played the board game, and took a brief posttest as a part of their respective clinical radiology rotations. Pretest results were compared to posttest results using a paired t-test to determine if playing the game impacted student understanding. Students' mean scores on the posttest were significantly higher than mean pretest scores (P < 0.0001). Thus, results indicate that playing the board game resulted in improved short-term understanding of thoracic differential diagnoses by fourth-year students, and use of the board game on a clinical rotation seems to be a beneficial part of the learning process. © 2016 American College of Veterinary Radiology.
Student Perceptions of Using Games to Address Science Literacy
NASA Astrophysics Data System (ADS)
Keller, Cara M.
The purpose of this qualitative evaluative case study was to gain insight into how students perceived the efficacy of using games to address their science literacy concerns. Scientists in the United States are concerned with the lack of science literacy. The No Child Left Behind Act of 2001 requires proficiency in reading, mathematics, language arts, and science by the completion of the 2013--2014 school year. The high school participating in this study received substandard test scores on both the 2009 state graduation test and the science portion of the ACT test. The research question included understanding how students perceive the use of games in addressing their science literacy needs. The data from the student journals, field notes, and transcribed class discussions were analyzed using a 6 step method that included coding the data into main themes. The triangulated data were used to both gain insight into student perspective and inform game development. Constructivist theories formed the conceptual framework of the study. The findings of the study suggested that games may prove a valuable tool in science literacy attainment. The study indicated that games were perceived by the students to be effective tools in meeting their learning needs. Implications for positive social change included providing students, educators, and administrators with game resources that can be used to meet the science learning needs of struggling students, thereby improving science scores on high stakes tests.
Alternative Goal Structures for Computer Game-Based Learning
ERIC Educational Resources Information Center
Ke, Fengfeng
2008-01-01
This field study investigated the application of cooperative, competitive, and individualistic goal structures in classroom use of computer math games and its impact on students' math performance and math learning attitudes. One hundred and sixty 5th-grade students were recruited and randomly assigned to Teams-Games-Tournament cooperative gaming,…
Impact of Online Flexible Games on Students' Attitude towards Mathematics
ERIC Educational Resources Information Center
Mavridis, Apostolos; Katmada, Aikaterini; Tsiatsos, Thrasyvoulos
2017-01-01
This study examined the effects of using an online flexible educational game on students' attitude towards mathematics as compared to the traditional method of solving mathematical problems. Moreover, the study assessed the learning effectiveness of the game and investigated potential gender differences in the game's effectiveness on changing…
Using Computer Games for Instruction: The Student Experience
ERIC Educational Resources Information Center
Grimley, Michael; Green, Richard; Nilsen, Trond; Thompson, David; Tomes, Russell
2011-01-01
Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have similar attributes when utilized for educational purposes? This article investigates whether learning by computer game can improve student experiences compared with a more formal lecture approach and whether computer games have potential for improving…
Technology: Learning Can Be Fun and Games
ERIC Educational Resources Information Center
Siegle, Del
2015-01-01
Video games can provide cognitive, motivational, emotional, and social benefits to students when properly implemented in the classroom. Teachers who are well versed in their curriculum can use games to differentiate instruction for gifted and talented students. This article discusses the benefits of gaming in education settings and provides…
Gender Differences in Students' Mathematics Game Playing
ERIC Educational Resources Information Center
Lowrie, Tom; Jorgensen, Robyn
2011-01-01
The investigation monitored the digital game-playing behaviours of 428 primary-aged students (aged 10-12 years). Chi-square analysis revealed that boys tend to spend more time playing digital games than girls while boys and girls play quite different game genres. Subsequent analysis revealed statistically significant gender differences in terms of…
Recreational Games for Physical Education
ERIC Educational Resources Information Center
Hume, Donald
2005-01-01
Recreational games can be incorporated into physical education programs to encourage play and activity among students during their leisure time. Students can play their own games during recess, before or after school, during intramural programs, or in their neighborhood with family and friends. This article describes five such games namely:…
Video Game Programmers Learn to "Pitch"
ERIC Educational Resources Information Center
Nikirk, Martin
2007-01-01
New video and computer game ideas reach the stage of production by a company when they are "pitched" by game developers to game publishers. Learning how to "pitch" technology products has great educational value for technology education students. In this article, the author shares his experience with helping his students master…
College Students' Perceptions of University Identification and Football Game Day Attire
ERIC Educational Resources Information Center
Crosby, Melanie; Kim, Soyoung; Hathcote, Jan
2006-01-01
The purpose of this study was to determine the rationale behind football game day attire and to establish whether organizational identification, perceived organizational prestige, and game day participation influenced clothing choice. By identifying the game day clothing habits of female college students attending Division I-A schools throughout…
Exploring the Factors Influencing Learning Effectiveness in Digital Game-Based Learning
ERIC Educational Resources Information Center
Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng
2012-01-01
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
Using gaming to help nursing students understand ethics.
Metcalf, Barbara L; Yankou, Dawn
2003-05-01
The authors developed an ethics game that uses specially designed ethical situations for students to consider. Two students argue a course of action based on the scenario and defend that action using content discussed in class. Substantive issues include decision-making models, values as they pertain to the situation, professional responsibilities, ethical principles, social expectations, and legal requirements. Points are awarded based on how compelling each argument is. All students have an opportunity to participate. The benefits of using the game are that students gain confidence in their ability to defend an ethical decision, are able to see ethical situations from more than one perspective, and have an opportunity to clarify values. In addition, ethical principles and decision-making models are brought to life in a fun way. Difficulties involved in using the game include class size and limited time between the students learning course content and using it in the game.
Deal or No Deal: using games to improve student learning, retention and decision-making
NASA Astrophysics Data System (ADS)
Chow, Alan F.; Woodford, Kelly C.; Maes, Jeanne
2011-03-01
Student understanding and retention can be enhanced and improved by providing alternative learning activities and environments. Education theory recognizes the value of incorporating alternative activities (games, exercises and simulations) to stimulate student interest in the educational environment, enhance transfer of knowledge and improve learned retention with meaningful repetition. In this case study, we investigate using an online version of the television game show, 'Deal or No Deal', to enhance student understanding and retention by playing the game to learn expected value in an introductory statistics course, and to foster development of critical thinking skills necessary to succeed in the modern business environment. Enhancing the thinking process of problem solving using repetitive games should also improve a student's ability to follow non-mathematical problem-solving processes, which should improve the overall ability to process information and make logical decisions. Learning and retention are measured to evaluate the success of the students' performance.
The Effect of Problem-Solving Video Games on the Science Reasoning Skills of College Students
NASA Astrophysics Data System (ADS)
Fanetti, Tina M.
As the world continues to rapidly change, students are faced with the need to develop flexible skills, such as science reasoning that will help them thrive in the new knowledge economy. Prensky (2001), Gee (2003), and Van Eck (2007) have all suggested that the way to engage learners and teach them the necessary skills is through digital games, but empirical studies focusing on popular games are scant. One way digital games, especially video games, could potentially be useful if there were a flexible and inexpensive method a student could use at their convenience to improve selected science reasoning skills. Problem-solving video games, which require the use of reasoning and problem solving to answer a variety of cognitive challenges could be a promising method to improve selected science reasoning skills. Using think-aloud protocols and interviews, a qualitative study was carried out with a small sample of college students to examine what impact two popular video games, Professor Layton and the Curious Village and Professor Layton and the Diabolical Box, had on specific science reasoning skills. The subject classified as an expert in both gaming and reasoning tended to use more higher order thinking and reasoning skills than the novice reasoners. Based on the assessments, the science reasoning of college students did not improve during the course of game play. Similar to earlier studies, students tended to use trial and error as their primary method of solving the various puzzles in the game and additionally did not recognize when to use the appropriate reasoning skill to solve a puzzle, such as proportional reasoning.
ERIC Educational Resources Information Center
Tayeh, Carla; Britton, Barbara
2004-01-01
Strategy games can provide an interesting context for students to solve problems in an elementary mathematics classroom. The games are easy to learn, but finding a winning strategy exercises students to develop different methods to win the game.
Klisch, Yvonne; Bowling, Kristi G; Miller, Leslie M; Ramos, Miguel A
2013-01-01
Two online science education games, in which players learn about the risks of prescription drug abuse in the context of investigating crimes, were evaluated to determine shifts of prescription drug abuse attitudes attributable to game exposure. High school students from grades 11 and 12 (n = 179) were assigned to one of the games and participated in a pretest, two game-play sessions, and a delayed posttest. Students in both groups demonstrated more negative attitudes toward prescription drug abuse after playing the game, driven by changes of students' normative beliefs and their ability to make the connection between prescription drug abuse and illicit drugs. A secondary aim was to assess gains in science knowledge; however, due to low internal consistency reliabilities of content measures, students' knowledge acquisition could not be determined.
Impact of an Aging Simulation Game on Pharmacy Students’ Empathy for Older Adults
Kiersma, Mary E.; Yehle, Karen S.; Plake, Kimberly S.
2015-01-01
Objective. To evaluate changes in empathy and perceptions as well as game experiences among student pharmacists participating in an aging simulation game. Methods. First-year student pharmacists participated in an aging simulation game. Changes were measured pre/post-activity using the Kiersma-Chen Empathy Scale (KCES) and Jefferson Scale of Empathy – Health Professions Scale (JSE-HPS) for empathy and the Aging Simulation Experience Survey (ASES) for perceptions of older adults’ experiences and game experiences. Wilcoxon signed rank tests were used to determine changes. Results. One hundred fifty-six student pharmacists completed the instruments. Empathy using the KCES and JSE-HPS improved significantly. Of the 13 items in the ASES, 9 significantly improved. Conclusion. Simulation games may help students overcome challenges demonstrating empathy and positive attitudes toward elderly patients. PMID:26396274
ERIC Educational Resources Information Center
Rahman, Azman Ab.; Sahrir, Muhammad Sabri; Zainuddin, Nurkhamimi; Khafidz, Hasanah Abd.
2018-01-01
Board games have become one of the useful tools in teaching and learning. Many instructors and educators have chosen to use board games to enhance the way of delivering course contents. A board game will help students understand the education concept quickly and get involved in experiential learning, where students can manage and solve problems in…
On the Usability and Likeability of Virtual Reality Games for Education: The Case of VR-ENGAGE
ERIC Educational Resources Information Center
Virvou, Maria; Katsionis, George
2008-01-01
Educational software games aim at increasing the students' motivation and engagement while they learn. However, if software games are targeted to school classrooms they have to be usable and likeable by all students. Usability of virtual reality games may be a problem because these games tend to have complex user interfaces so that they are more…
ERIC Educational Resources Information Center
Rubalcava, Micaela
2005-01-01
The new teacher attrition rate in the US schools continues to cause concern, and disconnect between the goals of new teachers and of those who shape public education is one important reason behind this problem. Suggestions are presented on how to let teachers connect meaningfully with their students thus giving these professionals the support they…
Let's Build a Sailboat: A Differentiated Gifted Education Project.
ERIC Educational Resources Information Center
Forster, Bruce R.
1990-01-01
A rationale is presented for developing gifted education projects that are differentiated from the regular curriculum. A specific activity, called "Let's Build a Sailboat," is described to illustrate guiding principles for success in student project development. The project taught planning and management skills to junior high school gifted…
NASA Astrophysics Data System (ADS)
Huang, Tsu-Ting
With the capability of creating a situated and engaging learning environment, video games have been considered as a powerful tool to enhance students' learning outcomes and interest in learning. Yet, little empirical evidence exists to support the effectiveness of video games in learning. Particularly, little attention has been given to the design of specific game elements. Focusing on middle school students, the goal of this study was to investigate the effects of two types of representations of reflective scaffolds (verbal and visual) on students' learning outcomes, game performance, and level of engagement in a video game for physics learning. In addition, the role of students' level of English proficiency was examined to understand whether the effects of reflective scaffolds were influenced by students' language proficiency. Two studies were conducted. Study 1 playtested the game with target players and led to game modification for its use in Study 2, which focused on the effects of different types of reflective scaffolds and level of English proficiency. The results of Study 2 showed that students who received both verbal and visual reflective scaffolds completed the most levels compared to the other groups in the given time. No significant effect of type of reflective scaffolds were found on learning outcomes despite the fact that the pattern of the learning outcomes across conditions was close to prediction. Participants' engagement in gameplay was high regardless of the type of scaffolds they received, their interest in learning physics, and their prior knowledge of physics. The results of video analysis also showed that the game used in this study was able to engage students not only in gameplay but also in learning physics. Finally, English proficiency functioned as a significant factor moderating the effects of scaffolds, learning outcomes and game performance. Students with limited English proficiency benefited more from visual reflective scaffolds than verbal ones.
Digital Game-Based Learning: A Supplement for Medication Calculation Drills in Nurse Education
ERIC Educational Resources Information Center
Foss, Brynjar; Lokken, Atle; Leland, Arne; Stordalen, Jorn; Mordt, Petter; Oftedal, Bjorg F.
2014-01-01
Student nurses, globally, appear to struggle with medication calculations. In order to improve these skills among student nurses, the authors developed The Medication Game--an online computer game that aims to provide simple mathematical and medical calculation drills, and help students practise standard medical units and expressions. The aim of…
Birka: A Trading Game for Economics Students
ERIC Educational Resources Information Center
Alden, Lori
2005-01-01
In this article, the author introduces Birka, a strategic trading game for high school economics students in either regular or advanced placement classes. For the game, students assume the role of Vikings who have returned to the medieval outpost of Birka to trade the loot from villages they have plundered. Playing cards represent the loot:…
The Potential of Incorporating Computer Games in Foreign Language Curricula
ERIC Educational Resources Information Center
Mukundan, Jayakaran; Kalajahi, Seyed Ali Rezvani; Naghdipour, Bakhtiar
2014-01-01
There is ample evidence that technology-enhanced instruction could result in students' learning. With the advancement and ever-increasing growth of technology, the use of educational electronic games or computer games in education has appealed to both educators and students. Because of their potential to enhance students' interest, motivation and…
Effect of Digital Game Based Learning on Ninth Grade Students' Mathematics Achievement
ERIC Educational Resources Information Center
Swearingen, Dixie K.
2011-01-01
This experimental study examined the effect of an educational massive multiplayer online game (MMOG) on achievement on a standards-based mathematics exam. It also examined the interaction of student characteristics (gender and socioeconomic status) with digital game play on mathematics achievement. Two hundred eighty ninth grade students from a…
Stereogame: An Interactive Computer Game That Engages Students in Reviewing Stereochemistry Concepts
ERIC Educational Resources Information Center
da Silva, Jose´ Nunes, Jr.; Lima, Mary Anne Sousa; Moreira, Joao Victor Xerez; Alexandre, Francisco Serra Oliveira; de Almeida, Diego Macedo; de Oliveira, Maria da Conceicao Ferreira; Leite, Antonio Jose´ Melo, Jr.
2017-01-01
This report provides information about an interactive computer game that allows undergraduate students to review individually stereochemistry topics in an engaging way by responding to 230 novel questions distributed at three difficulty levels. Responses from students and instructors who have played the game have been quite positive. Stereogame is…
ERIC Educational Resources Information Center
Conrad, Shawn; Clarke-Midura, Jody; Klopfer, Eric
2014-01-01
Educational games offer an opportunity to engage and inspire students to take interest in science, technology, engineering, and mathematical (STEM) subjects. Unobtrusive learning assessment techniques coupled with machine learning algorithms can be utilized to record students' in-game actions and formulate a model of the students' knowledge…
Role-Playing and Religion: Using Games to Educate Millennials
ERIC Educational Resources Information Center
Porter, Adam L.
2008-01-01
I have been experimenting with using role-playing and games in my religion classes for several years and have found that students respond well to these pedagogical tools and methods. After reviewing my experiences, I explore the reasons for students' positive response. I argue that role-playing games capitalize on our students' educational…
Game-Based Remedial Instruction in Mastery Learning for Upper-Primary School Students
ERIC Educational Resources Information Center
Lin, Chun-Hung; Liu, Eric Zhi-Feng; Chen, Yu-Liang; Liou, Pey-Yan; Chang, Maiga; Wu, Cheng-Hong; Yuan, Shyan-Ming
2013-01-01
The study examines the effectiveness of using computer games for after-school remedial mastery learning. We incorporated instructional materials related to "area of a circle" into the popular Monopoly game to enhance the performance of sixth-grade students learning mathematics. The program requires that students enter the answers to…
Using Video Game Design to Motivate Students
ERIC Educational Resources Information Center
Evans, Michael A.; Jones, Brett D.; Akalin, Sehmuz
2017-01-01
Because video games are so popular with young people, researchers have explored ways to use game play to engage students in school subjects (Peppler & Kafai, 2007; Rockwell & Kee, 2011; Small, 2011). Motivating students in science is especially important because of declines both in the number of young people who choose science careers and…
ERIC Educational Resources Information Center
Jacobs, Amy; Kohl, Julie
2007-01-01
This article discusses how math skills, teamwork and higher-level thinking come together when students create strategic board games. In this article, the authors provide a glimpse of what it was like to be part of "To the Sun!," a game designed by students in the fifth-grade class at Olive Martin School in Lake Villa, IL. Students combined a math…
Examining Student-Designed Games through Suits' Theory of Games
ERIC Educational Resources Information Center
Casey, Ashley; Hastie, Peter; Jump, Steve
2016-01-01
This paper documents how a unit of student-designed games can create a more meaningful version of physical education (PE) for disengaged students, a version that enhances the educational legitimacy of the subject matter by affording it worth in and of itself rather than being justified for other, extrinsic or instrumental reasons. Furthermore, it…
Students Designing Video Games about Immunology: Insights for Science Learning
ERIC Educational Resources Information Center
Khalili, Neda; Sheridan, Kimberly; Williams, Asia; Clark, Kevin; Stegman, Melanie
2011-01-01
Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a…
Accountable Game Design: Structuring the Dynamics of Student Learning Interactions
ERIC Educational Resources Information Center
Charoenying, Timothy
2010-01-01
Game-based classroom activity is intended to leverage students' interest and motivation to play, and to provide safe contexts for supporting students' academic learning. However, a basic criticism of many games currently used in classroom settings is that they can fail to meaningfully embody academic content. A more subtle concern is that…
Supporting online learning with games
NASA Astrophysics Data System (ADS)
Yao, JingTao; Kim, DongWon; Herbert, Joseph P.
2007-04-01
This paper presents a study on Web-based learning support systems that is enhanced with two major subsystems: a Web-based learning game and a learning-oriented Web search. The Internet and theWeb may be considered as a first resource for students seeking for information and help. However, much of the information available online is not related to the course contents or is wrong in the worse case. The search subsystem aims to provide students with precise, relative and adaptable documents about certain courses or classes. Therefore, students do not have to spend time to verify the relationship of documents to the class. The learning game subsystem stimulates students to study, enables students to review their studies and to perform self-evaluation through a Web-based learning game such as a treasure hunt game. During the challenge and entertaining learning and evaluation process, it is hoped that students will eventually understand and master the course concepts easily. The goal of developing such a system is to provide students with an efficient and effective learning environment.
Earthquake: Game-based learning for 21st century STEM education
NASA Astrophysics Data System (ADS)
Perkins, Abigail Christine
To play is to learn. A lack of empirical research within game-based learning literature, however, has hindered educational stakeholders to make informed decisions about game-based learning for 21st century STEM education. In this study, I modified a research and development (R&D) process to create a collaborative-competitive educational board game illuminating elements of earthquake engineering. I oriented instruction- and game-design principles around 21st century science education to adapt the R&D process to develop the educational game, Earthquake. As part of the R&D, I evaluated Earthquake for empirical evidence to support the claim that game-play results in student gains in critical thinking, scientific argumentation, metacognitive abilities, and earthquake engineering content knowledge. I developed Earthquake with the aid of eight focus groups with varying levels of expertise in science education research, teaching, administration, and game-design. After developing a functional prototype, I pilot-tested Earthquake with teacher-participants (n=14) who engaged in semi-structured interviews after their game-play. I analyzed teacher interviews with constant comparison methodology. I used teachers' comments and feedback from content knowledge experts to integrate game modifications, implementing results to improve Earthquake. I added player roles, simplified phrasing on cards, and produced an introductory video. I then administered the modified Earthquake game to two groups of high school student-participants (n = 6), who played twice. To seek evidence documenting support for my knowledge claim, I analyzed videotapes of students' game-play using a game-based learning checklist. My assessment of learning gains revealed increases in all categories of students' performance: critical thinking, metacognition, scientific argumentation, and earthquake engineering content knowledge acquisition. Players in both student-groups improved mostly in critical thinking, having doubled the number of exhibited instances of critical thinking between games. Players in the first group exhibited about a third more instances of metacognition between games, while players in the second group doubled such instances. Between games, players in both groups more than doubled the number of exhibited instances of using earthquake engineering content knowledge. The student-players expanded use of scientific argumentation for all game-based learning checklist categories. With empirical evidence, I conclude play and learning can connect for successful 21 st century STEM education.
Awadalla, Nabil; Hadram, Muath; Alshahrani, Ali; Hadram, Yahya
2017-03-01
The aim of this study was to describe the patterns of video gaming among secondary school adolescents and to investigate their association with some risky behaviors. A cross-sectional study was carried out on 336 students randomly selected from secondary schools in Abha City, Saudi Arabia, during the academic year 2015-2016. A predesigned self-report questionnaire was used to assess students' sociodemographic data, pattern, motivators and drawbacks of video gaming, previous academic year grades, history of violent acts, road traffic accidents (RTA), and traffic rules violations. Weight and height were measured for every participant and the BMI was calculated. About 80% of students played video games and 76% owned a video game machine. The median onset of video gaming was 10 years. The most important motivator for video gaming was 'give a chance for fun and excitement' (93.7%), followed by 'give a chance to get rid of the boredom and leisure' (92.3%). The most frequently reported social drawbacks were interfering with sleep time (69%), physical activity (64%), and meal time (59%). BMI was not significantly associated with the pattern of video game playing (P>0.05). Academic performance was significantly lower among students who used to game in cybercafes (P=0.001). Prevalence of tobacco smoking and some risky behaviors such as traffic rule violations, significant RTA, and violence were encountered more significantly among those preferring race and drift games (P<0.05) and used to game in cybercafes (P<0.05). Video gaming among secondary school students in Abha, Saudi Arabia, is relatively high. Some risky behaviors such as smoking, violence, significant RTA, and violation of traffic rules were significantly associated with race and drift games and gaming in cybercafes. School-based educational programs for both adolescents and their parents should be provided to gain skills about effective time management, avoid over-gaming, risky games and gaming in cybercafes. Legal restriction on importing and selling risky video games should be considered by the government.
ERIC Educational Resources Information Center
Wu, Min Lun
2018-01-01
This qualitative case study reports descriptive findings of digital game-based learning involving 15 Taiwanese middle school students' use of computational thinking skills elicited through programmed activities in a game design workshop. Situated learning theory is utilized as framework to evaluate novice game designers' individual advancement in…
Achieving Digital Literacy through Game Development: An Authentic Learning Experience
ERIC Educational Resources Information Center
Frydenberg, Mark
2015-01-01
Purpose: This paper aims to argue that the process of making an original game develops digital literacy skills and provides an authentic learning experience as students create, publish and deploy interactive games. Teaching students to create computer games has become common in both K-12 and tertiary education to introducing programming concepts,…
ERIC Educational Resources Information Center
Lowrie, Tom; Jorgensen, Robyn; Logan, Tracy
2013-01-01
A survey ("n" = 410) revealed statistically significant gender differences between middle school students' preference for playing particular types of games. Subsequent instrumental case studies theorised the "within-game" and "out-of-game" experiences of two middle school students as they played a digital hand-held…
Motivation and Performance in a Game-Based Intelligent Tutoring System
ERIC Educational Resources Information Center
Jackson, G. Tanner; McNamara, Danielle S.
2013-01-01
One strength of educational games stems from their potential to increase students' motivation and engagement during educational tasks. However, game features may also detract from principle learning goals and interfere with students' ability to master the target material. To assess the potential impact of game-based learning environments, in this…
Children as Educational Computer Game Designers: An Exploratory Study
ERIC Educational Resources Information Center
Baytak, Ahmet; Land, Susan M.; Smith, Brian K.
2011-01-01
This study investigated how children designed computer games as artifacts that reflected their understanding of nutrition. Ten 5th grade students were asked to design computer games with the software "Game Maker" for the purpose of teaching 1st graders about nutrition. The results from the case study show that students were able to…
Groucho: An Energy Conservation Computer Game.
ERIC Educational Resources Information Center
Canipe, Stephen L.
Groucho is a computer game designed to teach energy conservation concepts to upper elementary and junior high school students. The game is written in Applesoft Basic for the Apple II microcomputer. A complete listing of the program is provided. The game utilizes low resolution graphics to reward students for correct answers to 10 questions…
Game Development Toolkit for Business People in Japan
ERIC Educational Resources Information Center
Shirai, Hiroaki; Tanabu, Motonari; Terano, Takao; Kuno, Yasushi; Suzuki, Hisatoshi; Tsuda, Kazuhiko
2003-01-01
This article describes the authors' experience of developing a business gaming course for business people in Japan. The course that was developed consists of (a) simple gaming experiments among multiple students using ALEXANDER ISLANDS, a tiny business game on the World Wide Web; (b) lectures to make the students understand the core concepts of…
Incorporating Relevance and Rigor in a Game Environment: Barracuda Cove Investment Game
ERIC Educational Resources Information Center
Hall, Susan E.
2014-01-01
Achieving student learning outcomes in a "gamelike" environment allows students to connect real-world activities to marketing and business concepts presented in a relevant and authentic manner. The innovative game, Barracuda Cove Investment Game, can be incorporated into any marketing-related course that would require a marketing or…
A Simulation Game for an Introductory Course in International Business
ERIC Educational Resources Information Center
McGuinness, Michael J.
2004-01-01
An international business simulation game designed for an introductory International Business course. The simulation game allows for student decision making and allows for the ready introduction of many topics which are covered in an International Business course. The simulation game has continued to be improved with student suggestions and has…
Mentoring and Argumentation in a Game-Infused Science Curriculum
NASA Astrophysics Data System (ADS)
Gould, Deena L.; Parekh, Priyanka
2018-04-01
Engaging in argumentation from evidence is challenging for most middle school students. We report the design of a media-based mentoring system to support middle school students in engaging in argumentation in the context of a game-infused science curriculum. Our design emphasizes learners apprenticing with college student mentors around the socio-scientific inquiry of a designed video game. We report the results of a mixed-methods study examining the use of this media-based mentoring system with students ages 11 through 14. We observed that the discourse of groups of students that engaged with the game-infused science curriculum while interacting with college student mentors via a social media platform demonstrated statistically significant higher ratings of cognitive, epistemic, and social aspects of argumentation than groups of students that engaged with the social media platform and game-infused science curriculum without mentors. We further explored the differences between the Discourses of the mentored and non-mentored groups. This analysis showed that students in the mentored groups were invited, guided, and socialized into roles of greater agency than students in the non-mentored groups. This increased agency might explain why mentored groups demonstrated higher levels of scientific argumentation than non-mentored groups. Based on our analyses, we argue that media-based mentoring may be designed around a video game to support middle school students in engaging in argumentation from evidence.
Learning outcomes in a simulation game for associate degree nursing students.
Clark-C
1977-01-01
Learning outcomes of a simulation game designed to have one-to-one correspondence between behavioral objectives and game plays is reported. The behavioral objectives were core concepts in psychiatric mental health nursing taught to associate degree nursing students. Decisions to use the simulation game method method grew out of difficulties inherent in the community college nursing program, as well as the need for self-paced, efficient, learner-centered learning and evaluative tools. After the trial and revision of the game, a number of research hypotheses were tested. Simulation gaming was found to be an effective mode of learning, and students who acted as teachers for other students learned significantly more than those who were taught. Some of the recommendations for further research were to study varied nursing populations, to add a control group, to test the long-range learning effects of playing the game, to decrease experimenter bias, to study transfer of learning to actual nurse-patient situations and changes in attitudes toward psychiatric patients, and to develop more simulation games for nursing education.
Analytical derivation: An epistemic game for solving mathematically based physics problems
NASA Astrophysics Data System (ADS)
Bajracharya, Rabindra R.; Thompson, John R.
2016-06-01
Problem solving, which often involves multiple steps, is an integral part of physics learning and teaching. Using the perspective of the epistemic game, we documented a specific game that is commonly pursued by students while solving mathematically based physics problems: the analytical derivation game. This game involves deriving an equation through symbolic manipulations and routine mathematical operations, usually without any physical interpretation of the processes. This game often creates cognitive obstacles in students, preventing them from using alternative resources or better approaches during problem solving. We conducted hour-long, semi-structured, individual interviews with fourteen introductory physics students. Students were asked to solve four "pseudophysics" problems containing algebraic and graphical representations. The problems required the application of the fundamental theorem of calculus (FTC), which is one of the most frequently used mathematical concepts in physics problem solving. We show that the analytical derivation game is necessary, but not sufficient, to solve mathematically based physics problems, specifically those involving graphical representations.
Gaming Preferences, Motivations, and Experiences of Pharmacy Students in Asia.
Chang, Huan Ying; Wong, Li Lian; Yap, Kai Zhen; Yap, Kevin Yi-Lwern
2016-02-01
Serious games are becoming popular in various healthcare domains. However, they should be designed to cater toward learners' perspectives, needs, and specifications in order to be used to their full potential in education. This study investigated the gaming experiences, motivations, and preferences of pharmacy students. An anonymous self-administered survey obtained participant demographics, gaming experiences (enjoyment level of different game genres, years of experience, gaming frequency and duration, and motivations), and gaming preferences (on in-game rewards, settings, storylines, perspectives, and styles). Descriptive statistics, t tests, analysis of variance, chi-squared tests, and Fisher's exact tests were used for analysis. The response rate was 69.1 percent (465/673 undergraduates). Role-playing games (RPGs) (4.12 ± 1.07) and massively multiplayer online RPGs (MMORPGs) (3.81 ± 1.26) had the highest enjoyment ratings. Males enjoyed imagination games (e.g., RPGs, MMORPGs) more than females, whereas females enjoyed simulation games more. Top motivating factors for respondents were progressing to the next level (3.63 ± 1.19), excitement (3.33 ± 1.33), and a feeling of efficacy when playing (3.02 ± 1.16). Unlocking mechanisms (25.2 percent) and experience points (17.6 percent) were the most popular in-game reward systems. Most respondents preferred a fantasy/medieval/mythic setting (59.8 percent) and an adventurer storyline (41.3 percent), with similar proportions preferring competitive (35.3 percent), cooperative (33.3 percent), and collaborative (30.8 percent) game styles. Different groups of pharmacy students differ in their gaming experiences, motivating factors, and preferences. There is no "one size fits all" game that is suitable for all pharmacy education. Such differences should be considered when developing a pharmacy game in order to cater to the diverse student population.
Millard, Heather A Towle; Millard, Ralph P; Constable, Peter D; Freeman, Lyn J
2014-02-01
To determine the relationships among traditional and laparoscopic surgical skills, spatial analysis skills, and video gaming proficiency of third-year veterinary students. Prospective, randomized, controlled study. A convenience sample of 29 third-year veterinary students. The students had completed basic surgical skills training with inanimate objects but had no experience with soft tissue, orthopedic, or laparoscopic surgery; the spatial analysis test; or the video games that were used in the study. Scores for traditional surgical, laparoscopic, spatial analysis, and video gaming skills were determined, and associations among these were analyzed by means of Spearman's rank order correlation coefficient (rs). A significant positive association (rs = 0.40) was detected between summary scores for video game performance and laparoscopic skills, but not between video game performance and traditional surgical skills scores. Spatial analysis scores were positively (rs = 0.30) associated with video game performance scores; however, that result was not significant. Spatial analysis scores were not significantly associated with laparoscopic surgical skills scores. Traditional surgical skills scores were not significantly associated with laparoscopic skills or spatial analysis scores. Results of this study indicated video game performance of third-year veterinary students was predictive of laparoscopic but not traditional surgical skills, suggesting that laparoscopic performance may be improved with video gaming experience. Additional studies would be required to identify methods for improvement of traditional surgical skills.
Can video games be used to predict or improve laparoscopic skills?
Rosenberg, Bradley H; Landsittel, Douglas; Averch, Timothy D
2005-04-01
Performance of laparoscopic surgery requires adequate hand-eye coordination. Video games are an effective way to judge one's hand-eye coordination, and practicing these games may improve one's skills. Our goal was to see if there is a correlation between skill in video games and skill in laparoscopy. Also, we hoped to demonstrate that practicing video games can improve one's laparoscopic skills. Eleven medical students (nine male, two female) volunteered to participate. On day 1, each student played three commercially available video games (Top Spin, XSN Sports; Project Gotham Racing 2, Bizarre Creations; and Amped 2, XSN Sports) for 30 minutes on an X-box (Microsoft, Seattle, WA) and was judged both objectively and subjectively. Next, the students performed four laparoscopic tasks (object transfer, tracing a figure-of-eight, suture placement, and knot-tying) in a swine model and were assessed for time to complete the task, number of errors committed, and hand-eye coordination. The students were then randomized to control (group A) or "training" (i.e., video game practicing; group B) arms. Two weeks later, all students repeated the laparoscopic skills laboratory and were reassessed. Spearman correlation coefficients demonstrated a significant relation between many of the parameters, particularly time to complete each task and hand-eye coordination at the different games. There was a weaker association between video game performance and both laparoscopic errors committed and hand-eye coordination. Group B subjects did not improve significantly over those in group A in any measure (P >0.05 for all). Video game aptitude appears to predict the level of laparoscopic skill in the novice surgeon. In this study, practicing video games did not improve one's laparoscopic skill significantly, but a larger study with more practice time could prove games to be helpful.
Courtier, Jesse; Webb, Emily M; Phelps, Andrew S; Naeger, David M
2016-12-01
Games with educational intent offer a possible advantage of being more interactive and increasing learner satisfaction. We conducted a two-armed experiment to evaluate student satisfaction and content mastery for an introductory pediatric radiology topic, taught by either an interactive digital game or with a traditional didactic lecture. Medical students participating in a fourth-year radiology elective were invited to participate. Student cohorts were alternatively given a faculty-supervised 1h session playing a simple interactive digital Tic-tac-toe quiz module on pediatric gastrointestinal radiology or a 1h didactic introductory lecture on the same topic. Survey questions assessed the learners' perceived ability to recall the material as well as their satisfaction with the educational experience. Results of an end-of-rotation exam were reviewed to evaluate a quantitative measure of learning between groups. Survey responses were analyzed with a chi-squared test. Exam results for both groups were analyzed with a paired Student's t-test. Students in the lecture group had higher test scores compared to students in the game group (4.0/5 versus 3.6/5, P = 0.045). Students in the lecture group reported greater understanding and recall of the material than students in the game group (P < 0.001 and P = 0.004, respectively). Students in the lecture group perceived the lecture to be more enjoyable and a better use of their time compared to those in the game group (P = 0.04 and P < 0.001, respectively). There was no statistically significant difference between the lecture and game group in ability to maintain interest (P = 0.187). In comparison to pre-survey results, there was a statistically significant decrease in interest for further digital interactive materials reported by students in the game group (P = 0.146). Our experience supported the use of a traditional lecture over a digital game module. While these results might be affected by the specific lecture and digital content in any given comparison, a digital module is not always the superior option.
Using Student-Made Games to Learn Mathematics
ERIC Educational Resources Information Center
Gallegos, Irene; Flores, Alfinio
2010-01-01
First-year university students design and play their own games, including board, computer, and other kinds of games, to learn mathematical concepts and practice procedures for their pre-calculus and calculus courses. (Contains 2 tables and 8 figures.)
Duque, Gustavo; Fung, Shek; Mallet, Louise; Posel, Nancy; Fleiszer, David
2008-07-01
Although most health professionals perform home visits, there is not a structured method for performing them. In addition, in-training health professionals' exposure to home visits is limited for logistical reasons. A new method for medical students to learn how to perform an effective home visit was developed using an instructional video game. It was expected that students would learn the principles of a home visit using a video game while identifying the usefulness of video gaming (edutainment) in geriatrics education. A video game was created simulating a patient's house that the students were able to explore. Students played against time and distracters while being expected to click on those elements that they considered to be risk factors for falls or harmful for the patient. At the end of the game, the students received feedback on the chosen elements that were right or wrong. Finally, evaluation of the tool was obtained using pre- and posttests and pre- and postexposure feedback surveys. Fifty-six fourth-year medical students used the video game and completed the tests and the feedback surveys. This method showed a high level of engagement that is associated with improvement in knowledge. Additionally, users' feedback indicated that it was an innovative approach to the teaching of health sciences. In summary, this method provides medical students with a fun and structured experience that has an effect not only on their learning, but also on their understanding of the particular needs of the elderly population.
"Campus Craft": A Game for Sexual Assault Prevention in Universities.
Jozkowski, Kristen N; Ekbia, Hamid R
2015-04-01
Sexual assault is prevalent among college students. In response, universities have implemented prevention education initiatives. These interventions, however, often ignore the broader sociocultural context in which sexual violence occurs. This calls for innovative approaches in prevention education, which address the broader context. Computer games provide such an opportunity by providing simulated real-life scenarios, nonlinear narratives, and an interactive medium. We report the development and pilot testing of "Campus Craft," a game prototype that focuses, among other things, on sexual assault prevention. The prototype was developed through a participatory design process; students, educators, and subject matter experts helped design and develop scenarios, game mechanics, and learning objectives. The prototype was evaluated by college students (n=141) in a multi-method approach. The evaluation encompassed issues of usability, game mechanics, attitudes, and learning outcomes. Findings indicated that participants rated various aspects of the game positively. Additionally, use of "Campus Craft" contributed to differences in student learning of prevention concepts between the pre- and post-test such that students scored higher on the post-test. Findings demonstrate that, on average, students learned several core concepts related to sexual consent and rape culture through gameplay. Results suggest that computer-based gaming may be a viable avenue for sexual assault prevention education. Findings demonstrate that this approach could be effective in increasing student knowledge and understanding of factors that contribute to sexual assault in college. Future research is needed to corroborate findings and better understand the feasibility of using this approach among larger samples of college students.
Student Housing. There's No Place Like Home (On Campus)
ERIC Educational Resources Information Center
Doran, Bernadette
1974-01-01
Giving students what they want, such as carpeting and kitchens, is bringing them back to campus housing, and innovations such as letting students do the decorating are making it financially possible for many colleges to upgrade student housing. (Author)
A Role-Play Game to Facilitate the Development of Students' Reflective Internet Skills
ERIC Educational Resources Information Center
Admiraal, Wilfried
2015-01-01
Although adolescents are currently the most frequent users of the Internet, many youngsters still have difficulties with a critical, reflective, and responsible use of the Internet. A study was carried out on teaching with a digital role-play game to increase students' reflective Internet skills. In this game, students had to promote a fictional…
Fantasy Seed Company: A Role Playing Game for Plant Breeding Courses
ERIC Educational Resources Information Center
Hague, Steve S.
2011-01-01
Understanding plant breeding as well as procedures and issues of seed companies are skills students studying agronomy need to acquire. Simulation games can be effective teaching tools in developing higher-order thinking skills of students. The "Fantasy Seed Company" game was developed to create motivated learners by allowing students to run a mock…
ERIC Educational Resources Information Center
Grimley, Michael; Green, Richard; Nilsen, Trond; Thompson, David
2012-01-01
Computer games are purported to be effective instructional tools that enhance motivation and improve engagement. The aim of this study was to investigate how tertiary student experiences change when instruction was computer game based compared to lecture based, and whether experiences differed between high and low achieving students. Participants…
Effects of Video Games as Reinforcers for Computerized Addition Performance.
ERIC Educational Resources Information Center
Axelrod, Saul; And Others
1987-01-01
Four 2nd-grade students completed addition problems on a computer, using video games as reinforcers. Two variable ratio schedules of reinforcement failed to increase student accuracy or the rate of correct responses. In a no-games reinforcement condition, students had more opportunities to respond and had a greater number of correct answers.…
Policy Game, Online Game--Simulated: Applying the Ecology of Policy Game to Virtual World
ERIC Educational Resources Information Center
Park, Yong Jin
2012-01-01
Teaching communication policy to young college students can be a challenge. Students often consider law and policy as difficult, abstract, or even unrelated to their lives. Yet experienced teachers note that students--especially those who are first exposed to regulatory concepts--benefit when they actively participate, engage, and deliberate for…
ERIC Educational Resources Information Center
Motamedi, Vahid; Yaghoubi, Razeyah Mohagheghyan
2015-01-01
This study aimed at investigating the relationship between computer game use and spatial abilities among high school students. The sample consisted of 300 high school male students selected through multi-stage cluster sampling. Data gathering tools consisted of a researcher made questionnaire (to collect information on computer game usage) and the…
ERIC Educational Resources Information Center
O'Brien, Eileen; Foley, Lara
1999-01-01
Describes the "Dating Game," an exercise for use in marriage and family courses that enables students to learn about the theories of mate selection by simulating random mating. States that the dating game helps make mate selection concepts relevant to the students' lives. Discusses the students' reaction to the exercise. (CMK)
ERIC Educational Resources Information Center
Lawler, James P.; Joseph, Anthony
2010-01-01
Digital gaming continues to be an approach for enhancing methods of pedagogy. The study evaluates the effectiveness of a gaming product of a leading technology firm in engaging graduate students in an information systems course at a major northeast institution. Findings from a detailed perception survey of the students indicate favorable…
Play, Games, and Attitude: Student and Teacher Perspectives of Educational Games
ERIC Educational Resources Information Center
Mongillo, Gerri
2008-01-01
The main purpose of this qualitative study was to determine the influence of participation in educational games on cognition and attitudes of seventh-grade students. Student attitude towards learning scientific language and concepts during gameplay was examined. This study was conducted in a seventh-grade science classroom in a North Eastern (USA)…
ERIC Educational Resources Information Center
Al-Tarawneh, Mohammad Hasan
2016-01-01
This study aimed at investigating the effectiveness of educational games on scientific concepts acquisition by the first grade students. The sample of the study consisted of (53) male and female students distributed into two groups: experimental group (n = 26) which taught by educational games, and control group (n = 27) which taught by…
ERIC Educational Resources Information Center
Hwang, Wu-Yuin; Shih, Timothy K.; Ma, Zhao-Heng; Shadiev, Rustam; Chen, Shu-Yu
2016-01-01
Game-based learning activities that facilitate students' listening and speaking skills were designed in this study. To participate in learning activities, students in the control group used traditional methods, while students in the experimental group used a mobile system. In our study, we looked into the feasibility of mobile game-based learning…
Extreme Consumption Drinking Gaming and Prepartying among High School Students
ERIC Educational Resources Information Center
Tomaso, Cara C.; Zamboanga, Byron L.; Haas, Amie L.; Kenney, Shannon R.; Ham, Lindsay S.; Borsari, Brian
2016-01-01
Drinking games and prepartying (i.e., drinking before going to a social gathering/event) have emerged as high-risk drinking behaviors in high school students. The present study examines the current prepartying behaviors of high school students who report current participation in extreme-consumption games (e.g., chugging) with those who do not.…
Are They Climbing the Pyramid? Rating Student-Generated Questions in a Game Design Project
ERIC Educational Resources Information Center
Siko, Jason Paul
2013-01-01
Researchers have examined the use of homemade PowerPoint games as an instructional technique to improve learning outcomes. However, test data have shown no significant difference in performance between high school chemistry students who created games and students who did not (Siko, Barbour, & Toker, 2011). One of the justifications for the use…
Measuring Engagement as Students Learn Dynamic Systems and Control with a Video Game
ERIC Educational Resources Information Center
Coller, B. D.; Shernoff, David J.; Strati, Anna
2011-01-01
The paper presents results of a multi-year quasi-experimental study of student engagement during which a video game was introduced into an undergraduate dynamic systems and control course. The video game, "EduTorcs", provided challenges in which students devised control algorithms that drive virtual cars and ride virtual bikes through a…
ERIC Educational Resources Information Center
Chang, Chiung-Sui; Huang, Ya-Ping; Chien, Fei-Ling
2014-01-01
This study aimed to explore the attitude and learning effectiveness in game based simulations from college students' perspective. The participants included 189 business college students in Taiwan. The main instrument employed in this study was McDonald's video game. Additionally, participant selection, data collection and analysis, and results…
My-Mini-Pet: A Handheld Pet-Nurturing Game to Engage Students in Arithmetic Practices
ERIC Educational Resources Information Center
Liao, C. C. Y.; Chen, Z-H.; Cheng, H. N. H.; Chen, F-C.; Chan, T-W.
2011-01-01
In the last decade, more and more games have been developed for handheld devices. Furthermore, the popularity of handheld devices and increase of wireless computing can be taken advantage of to provide students with more learning opportunities. Games also could bring promising benefits--specifically, motivating students to learn/play, sustaining…
Will Undergraduate Students Play Games to Learn How to Conduct Library Research?
ERIC Educational Resources Information Center
Markey, Karen; Swanson, Fritz; Jenkins, Andrea; Jennings, Brian; St. Jean, Beth; Rosenberg, Victor; Yao, Xingxing; Frost, Robert
2009-01-01
This exploratory study examines whether undergraduate students will play games to learn how to conduct library research. Results indicate that students will play games that are an integral component of the course curriculum and enable them to accomplish overall course goals at the same time they learn about library research. (Contains 1 table.)
Characterizing High School Students Who Play Drinking Games Using Latent Class Analysis
Borsari, Brian; Zamboanga, Byron L.; Correia, Christopher; Olthuis, Janine V.; Van Tyne, Kathryne; Zadworny, Zoe; Grossbard, Joel R.; Horton, Nicholas J.
2013-01-01
Heavy alcohol use and its associated negative consequences continue to be an important health issue among adolescents. Of particular concern are risky drinking practices such as playing drinking games. Although retrospective accounts indicate that drinking game participation is common among high school students, it has yet to be assessed in current high school students. Utilizing data from high school students who reported current drinking game participation (n = 178), we used latent class analysis to investigate the negative consequences resulting from gaming and examined underlying demographic and alcohol-related behavioral characteristics of students as a function of the resultant classes. Three classes of “gamers” emerged: (1) a “lower-risk” group who had a lower probability of endorsing negative consequences compared to the other groups, (2) a “higher-risk” group who reported that they experienced hangovers and difficulties limiting their drinking, got physically sick, and became rude, obnoxious, or insulting, and (3) a “sexual regret” group who reported that they experienced poor recall and unplanned sexual activity that they later regretted. Although the frequency of participating in drinking games did not differ between these three groups, results indicated that the “lower-risk” group consumed fewer drinks in a typical gaming session compared to the other two groups. The present findings suggest that drinking games are common among high school students, but that mere participation and frequency of play is not necessarily the best indicator of risk. Instead, examination of other constructs such as game-related alcohol consumption, consequences, or psychosocial variables such as impulsivity may be more useful. PMID:23778317
Characterizing high school students who play drinking games using latent class analysis.
Borsari, Brian; Zamboanga, Byron L; Correia, Christopher; Olthuis, Janine V; Van Tyne, Kathryne; Zadworny, Zoe; Grossbard, Joel R; Horton, Nicholas J
2013-10-01
Heavy alcohol use and its associated negative consequences continue to be an important health issue among adolescents. Of particular concern are risky drinking practices such as playing drinking games. Although retrospective accounts indicate that drinking game participation is common among high school students, it has yet to be assessed in current high school students. Utilizing data from high school students who reported current drinking game participation (n=178), we used latent class analysis to investigate the negative consequences resulting from gaming and examined underlying demographic and alcohol-related behavioral characteristics of students as a function of the resultant classes. Three classes of "gamers" emerged: (1) a "lower-risk" group who had a lower probability of endorsing negative consequences compared to the other groups, (2) a "higher-risk" group who reported that they experienced hangovers and difficulties limiting their drinking, got physically sick, and became rude, obnoxious, or insulting, and (3) a "sexual regret" group who reported that they experienced poor recall and unplanned sexual activity that they later regretted. Although the frequency of participating in drinking games did not differ between these three groups, results indicated that the "lower-risk" group consumed fewer drinks in a typical gaming session compared to the other two groups. The present findings suggest that drinking games are common among high school students, but that mere participation and frequency of play are not necessarily the best indicators of risk. Instead, examination of other constructs such as game-related alcohol consumption, consequences, or psychosocial variables such as impulsivity may be more useful. Copyright © 2013 Elsevier Ltd. All rights reserved.
Bringing Evolution to a Technological Generation: A Case Study with the Video Game SPORE
ERIC Educational Resources Information Center
Poli, DorothyBelle; Berenotto, Christopher; Blankenship, Sara; Piatkowski, Bryan; Bader, Geoffrey A.; Poore, Mark
2012-01-01
The video game SPORE was found to hold characteristics that stimulate higher-order thinking even though it rated poorly for accurate science. Interested in evaluating whether a scientifically inaccurate video game could be used effectively, we exposed students to SPORE during an evolution course. Students that played the game reported that they…
A Game for Learning History on Mobile Devices
ERIC Educational Resources Information Center
Cruz, Sónia; Carvalho, Ana Amélia A.; Araújo, Inês
2017-01-01
This paper presents a game designed to support teaching and learning of Portuguese History to 6th grade students. Firstly, a state of the art of mobile game-based learning for History is presented. Then we describe shortly the research carried out which aimed at the analysis of the games most played by students, followed by the identification of…
Comparing Active Game-Playing Scores and Academic Performances of Elementary School Students
ERIC Educational Resources Information Center
Kert, Serhat Bahadir; Köskeroglu Büyükimdat, Meryem; Uzun, Ahmet; Çayiroglu, Beytullah
2017-01-01
In the educational sciences, many discussions on the use of computer games occur. Most of the scientists believe that traditional computer games are time-consuming software and that game-playing activities negatively affect students' academic performance. In this study, the accuracy of this general opinion was examined by focusing on the real…
"School Shooter" Web Video Game Raises Concerns
ERIC Educational Resources Information Center
Rhen, Brad
2011-01-01
A new video game in which the player stalks and shoots fellow students and teachers in school settings is drawing fire from school district officials. "School Shooter: North American Tour 2012" is a first-person game that allows the player to move around a school and collect points by killing defenseless students and teachers. The game,…
Student-Made Games to Learn the History of Mathematics
ERIC Educational Resources Information Center
Huntley, Mary Ann; Flores, Alfinio
2011-01-01
In this article, the authors describe how prospective secondary mathematics teachers designed their own adaptations of popular board and computer games to learn the history of mathematics. They begin the article by describing some of the games students designed and used, and follow this with a discussion of factors for successful use of games in…
ERIC Educational Resources Information Center
Herrig, Brian; Taranto, Greg
2012-01-01
One of the key features that draws many people to play video games is the fact that they are interactive. Video games allow the user to be actively engaged and in control of the action (Prensky, 2006). Seventh grade students at Canonsburg Middle School are actively engaging in the creation of video games. The students are engaged at a much deeper…
Game Performance and Understanding within a Hybrid Sport Education Season
ERIC Educational Resources Information Center
Farias, Cláudio Filipe; Mesquita, Isabel Ribeiro; Hastie, Peter A.
2015-01-01
The impact of a hybrid Sport Education-Invasion Games Competence Model (IGCM) unit of instruction on students' game performance and game understanding in soccer was examined in this study. Pre- and posttest measures were collected from one fifth grade class of students (n = 24, mean age 10.3) residing in Portugal during a 17-lesson unit of…
ERIC Educational Resources Information Center
Ault, Marilyn; Craig-Hare, Jana; Frey, Bruce; Ellis, James D.; Bulgren, Janis
2015-01-01
Reason Racer is an online, rate-based, multiplayer game that applies specific game features in order to engage middle school students in introductory knowledge of and thinking related to scientific argumentation. Game features include rapid and competitive play, timed performance, immediate feedback, and high rates of response across many…
Bacon Brains: Video Games for Teaching the Science of Addiction.
Epstein, Joel; Noel, Jeffrey; Finnegan, Megan; Watkins, Kate
2016-01-01
Researchers have developed many different computerized interventions designed to teach students about the dangers of substance use. Following in this tradition, we produced a series of video games called Bacon Brains . However, unlike many other programs, ours focused on the "Science of Addiction," providing lessons on how alcohol and other drugs affect the brain. The purpose of this study was to evaluate the effectiveness of our games in teaching students our science-based curriculum. We enrolled over 200 students and randomly assigned them to play our games or a different series of NIDA-produced games. Of the students in the Bacon Brains conditions, half were instructed to play collaboratively and the other half was told to play competitively. Results indicate significantly greater knowledge gains among students in Bacon Brains compared to the existing games (5.01 mean knowledge score difference; [F(1,242)=9.588, p=.002]). Girls demonstrated knowledge gains in both collaborative and competitive conditions, but boys demonstrated similar gains only in the competitive condition. Based on our outcomes, we conclude that video games can serve as an effective method of science instruction. We further discuss the importance of considering gender differences in light of differential response to collaborative vs. competitive learning environments.
Gonzalez-Meler, Miquel A.; Lynch, Douglas J.; Baltzer, Jennifer L.
2016-01-01
Plants appear to produce an excess of leaves, stems and roots beyond what would provide the most efficient harvest of available resources. One way to understand this overproduction of tissues is that excess tissue production provides a competitive advantage. Game theoretic models predict overproduction of all tissues compared with non-game theoretic models because they explicitly account for this indirect competitive benefit. Here, we present a simple game theoretic model of plants simultaneously competing to harvest carbon and nitrogen. In the model, a plant's fitness is influenced by its own leaf, stem and root production, and the tissue production of others, which produces a triple tragedy of the commons. Our model predicts (i) absolute net primary production when compared with two independent global datasets; (ii) the allocation relationships to leaf, stem and root tissues in one dataset; (iii) the global distribution of biome types and the plant functional types found within each biome; and (iv) ecosystem responses to nitrogen or carbon fertilization. Our game theoretic approach removes the need to define allocation or vegetation type a priori but instead lets these emerge from the model as evolutionarily stable strategies. We believe this to be the simplest possible model that can describe plant production. PMID:28120794
McNickle, Gordon G; Gonzalez-Meler, Miquel A; Lynch, Douglas J; Baltzer, Jennifer L; Brown, Joel S
2016-11-16
Plants appear to produce an excess of leaves, stems and roots beyond what would provide the most efficient harvest of available resources. One way to understand this overproduction of tissues is that excess tissue production provides a competitive advantage. Game theoretic models predict overproduction of all tissues compared with non-game theoretic models because they explicitly account for this indirect competitive benefit. Here, we present a simple game theoretic model of plants simultaneously competing to harvest carbon and nitrogen. In the model, a plant's fitness is influenced by its own leaf, stem and root production, and the tissue production of others, which produces a triple tragedy of the commons. Our model predicts (i) absolute net primary production when compared with two independent global datasets; (ii) the allocation relationships to leaf, stem and root tissues in one dataset; (iii) the global distribution of biome types and the plant functional types found within each biome; and (iv) ecosystem responses to nitrogen or carbon fertilization. Our game theoretic approach removes the need to define allocation or vegetation type a priori but instead lets these emerge from the model as evolutionarily stable strategies. We believe this to be the simplest possible model that can describe plant production. © 2016 The Author(s).
NASA Astrophysics Data System (ADS)
Donovan, Kelsey Claire
The purposes of this study were (a) to determine if using the video learning game Quizlet in a middle school resource classroom increases science vocabulary acquisition of students with learning disabilities, (b) to determine if using the video learning game Quizlet in a middle school resource classroom increases the student engagement/on-task behavior of students with learning disabilities, and (c) to evaluate student comfort and satisfaction in using the video learning game Quizlet in a middle school resource classroom. Six middle school students, three female and three male participated in the study. A single subject design with ABAB phases was utilized over eight weeks. Results show that all students increased their science vocabulary acquisition and increased their on-task behaviors. A follow-up student satisfaction survey determined that the intervention was acceptable to all students. Further research to assess the effects of Quizlet is recommended.
Role playing games for scientific citizenship
NASA Astrophysics Data System (ADS)
Gaydos, Matthew J.; Squire, Kurt D.
2012-12-01
Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called Citizen Science, built using tropes and conventions from modern games, might help learners develop identities as citizen scientists within the domain of lake ecology. We conducted an expert-novice study, revealing that games literacy was a mediating variable for content understanding. In a follow-up classroom implementation, games literacy also operated as a variable, although students drove the activity, which mediated this concern. The teacher devised a number of novel pedagogies, such as a field trip, in response to the unit. We found evidence for the most powerful learning occurring through these activities that were reinforced via the curriculum. Students were most engaged by Citizen Science's most "gamelike" features, and learners took up the core ideas of the game. Users also reported the experience was short of commercial gaming experiences, suggesting a tension between game cultures for learning and schools.
Nursing students' attitudes toward video games and related new media technologies.
Lynch-Sauer, Judith; Vandenbosch, Terry M; Kron, Frederick; Gjerde, Craig Livingston; Arato, Nora; Sen, Ananda; Fetters, Michael D
2011-09-01
Little is known about Millennial nursing students' attitudes toward computer games and new media in nursing education and whether these attitudes differ between undergraduates and graduates. This study elicited nursing students' experience with computer games and new media, their attitudes toward various instructional styles and methods, and the role of computer games and new media technologies in nursing education. We e-mailed all nursing students enrolled in two universities to invite their participation in an anonymous cross-sectional online survey. The survey collected demographic data and participants' experience with and attitudes toward video gaming and multi-player online health care simulations. We used descriptive statistics and logistic regression to compare the differences between undergraduates and graduates. Two hundred eighteen nursing students participated. Many of the nursing students support using new media technologies in nursing education. Nurse educators should identify areas suitable for new media integration and further evaluate the effectiveness of these technologies. Copyright 2011, SLACK Incorporated.
Apisitwasana, Nipaporn; Perngparn, Usaneya; Cottler, Linda B
2018-01-01
Purpose This study aimed to assess the effectiveness of Participatory Learning School and Family Based Intervention Program for Preventing Game Addiction by Developing Self-Regulation of gaming addiction among students of grades 4 and 5 in Bangkok. Methods A quasi-experimental study was implemented among students of grades 4 and 5 at primary schools in Bangkok selected through multistage random sampling. Two comparable schools were randomly assigned to either the intervention or control group. Then, 310 students in the randomly selected classrooms were allocated to each group. The intervention group received the self-regulation program with school and family involvement to prevent gaming addiction. Master teachers attended in-house training on prevention of gaming addiction in children. Parents of these children received a gaming addiction prevention manual and guidelines. The program lasted 8 weeks. The control group received no intervention. Knowledge and Attitude About Gaming Questionnaire, Game Addiction Screening Test (GAST), and Game Addiction Protection Scale were utilized to assess subjects at baseline, immediately after, and 3 months post-intervention. Descriptive statistics, chi-square, and independent t-test were used to describe characteristics of the participants, and repeated measures ANOVA was analyzed to test the effectiveness of the intervention. Results The findings revealed that there were significant differences in knowledge, attitude, self-regulation, and gaming addiction behaviors (p < 0.05) immediately and 3 months post-intervention. Positive effects of the intervention included increase in knowledge, attitude, and self-regulation, whereas the GAST score was significantly decreased (p < 0.05) immediately and 3 months after the program. Conclusion The program based on self-regulation and school and family participation is effective for preventing gaming addiction in students of grades 4 and 5 in Bangkok, Thailand. PMID:29695939
Apisitwasana, Nipaporn; Perngparn, Usaneya; Cottler, Linda B
2018-01-01
This study aimed to assess the effectiveness of Participatory Learning School and Family Based Intervention Program for Preventing Game Addiction by Developing Self-Regulation of gaming addiction among students of grades 4 and 5 in Bangkok. A quasi-experimental study was implemented among students of grades 4 and 5 at primary schools in Bangkok selected through multistage random sampling. Two comparable schools were randomly assigned to either the intervention or control group. Then, 310 students in the randomly selected classrooms were allocated to each group. The intervention group received the self-regulation program with school and family involvement to prevent gaming addiction. Master teachers attended in-house training on prevention of gaming addiction in children. Parents of these children received a gaming addiction prevention manual and guidelines. The program lasted 8 weeks. The control group received no intervention. Knowledge and Attitude About Gaming Questionnaire, Game Addiction Screening Test (GAST), and Game Addiction Protection Scale were utilized to assess subjects at baseline, immediately after, and 3 months post-intervention. Descriptive statistics, chi-square, and independent t -test were used to describe characteristics of the participants, and repeated measures ANOVA was analyzed to test the effectiveness of the intervention. The findings revealed that there were significant differences in knowledge, attitude, self-regulation, and gaming addiction behaviors ( p < 0.05) immediately and 3 months post-intervention. Positive effects of the intervention included increase in knowledge, attitude, and self-regulation, whereas the GAST score was significantly decreased ( p < 0.05) immediately and 3 months after the program. The program based on self-regulation and school and family participation is effective for preventing gaming addiction in students of grades 4 and 5 in Bangkok, Thailand.
ERIC Educational Resources Information Center
Araújo, Rui; Mesquita, Isabel; Hastie, Peter; Pereira, Cristiana
2016-01-01
The purpose of this study was to examine a hybrid combination of sport education and the step-game-approach (SGA) on students' gameplay performance in volleyball, taking into account their sex and skill-level. Seventeen seventh-grade students (seven girls, 10 boys, average age 11.8) participated in a 25-lesson volleyball season, in which the…
Changes in Badminton Game Play across Developmental Skill Levels among High School Students
ERIC Educational Resources Information Center
Wang, Jianyu; Liu, Wenhao
2012-01-01
The study examined changes in badminton game play across developmental skill levels among high school students in a physical education setting. Videotapes of badminton game play of 80 students (40 boys and 40 girls) in the four developmental skill levels (each skill level had 10 boys and 10 girls) were randomly selected from a database associated…
Chairs!: A Mobile Game for Organic Chemistry Students to Learn the Ring Flip of Cyclohexane
ERIC Educational Resources Information Center
Winter, Julia; Wentzel, Michael; Ahluwalia, Sonia
2016-01-01
The hallmark of game-based learning is that students discover concepts through trial and error as they play. With the digital landscape in higher education shifting to mobile-first, new tools for learning chemistry are both possible and needed. Interactive games for chemistry bring intuitive content directly to students through their devices. The…
ERIC Educational Resources Information Center
Hodges, Michael; Wicke, Jason; Flores-Marti, Ismael
2018-01-01
Many have examined game-based instructional models, though few have examined the effects of the Tactical Games Model (TGM) on secondary-aged students. Therefore, this study examined the effects TGM has on secondary students' physical activity (PA) and gameplay performance (GPP) in three secondary schools. Physical education teachers (N = 3) were…
ERIC Educational Resources Information Center
Kimble-Ellis, Sonya
Puzzles, games, and activities provide perfect opportunities for students to work in groups, interact, communicate with each other, and discuss strategies. The activities, games, and puzzles contained in this book are designed to help students learn mathematics in a fun yet challenging way. The activities are designed to encourage students to…
Tammy and Tommy Toy: Toy Safety Capsule. Parents' Capsule [and] Kindergarten Student Capsule.
ERIC Educational Resources Information Center
McMillin, Sarah M.
This unit instructs kindergarten students and their parents to recognize safe and unsafe toys and games. Objectives for parents are to identify sources of information which help consumers make wise decisions regarding toys and games and analyze factors that make a toy safe or unsafe. Objectives for students include choosing a safe toy/game from a…
A Model for Developing and Assessing Tactical Decision-Making Competency in Game Play
ERIC Educational Resources Information Center
Pagnano-Richardson, Karen; Henninger, Mary L.
2008-01-01
All teachers want their students to become better game players who are motivated to participate in and outside of class. Students need to learn how to make good tactical decisions, in addition to being skilled movers, in order to become competent game players. When students make better tactical decisions, they experience more success and therefore…
"Which Pathway Am I?" Using a Game Approach to Teach Students about Biochemical Pathways
ERIC Educational Resources Information Center
Ooi, Beng Guat; Sanger, Michael J.
2009-01-01
This game was designed to provide students with an alternative way to learn biochemical pathways through an interactive approach. In this game, students worked in pairs to help each other identify pathways taped to each other's backs by asking simple "yes or no" questions related to these pathways. This exercise was conducted after the traditional…
An Investigation of High School Students' Online Game Addiction with Respect to Gender
ERIC Educational Resources Information Center
Müezzin, Emre
2015-01-01
The aim of this study is to investigate high school students' online game addiction with respect to gender. The sample which was selected through the criterion sampling method, consists of 81 female (61.8%) female, and 50 male (38.2%), total 131 high school students. The "Online Game Addiction Scale" which was developed by Kaya and Basol…
"Wanna Race?": Primary Student Preference for Competitive or Non-Competitive Singing Games
ERIC Educational Resources Information Center
Roberts, J. Christopher
2016-01-01
This study compared primary student preference for competitive and non-competitive singing games. Students in three intact classes of second graders (n = 65) and three classes of fourth graders (n = 67) at one school in the USA served as subjects. After playing a pair of games, one competitive and one non-competitive, over the course of five…
Computer Games as Instructional Tools.
ERIC Educational Resources Information Center
Bright, George W.; Harvey, John G.
1984-01-01
Defines games, instructional games, and computer instructional games; discusses several unique capabilities that facilitate game playing and may make computer games more attractive to students than noncomputer alternatives; and examines the potential disadvantages of using instructional computer games on a regular basis. (MBR)
ERIC Educational Resources Information Center
Eow, Yee Leng; Wan Ali, Wan Zah bte; Mahmud, Rosnaini bt.; Baki, Roselan
2009-01-01
The main purpose of the study was to address the association between computer games and students' academic achievement. The exceptional growth in numbers of children playing computer games, the uneasiness and incomplete understanding foundation when starting the discussion on computer games have stimulated this study to be conducted. From a survey…
ERIC Educational Resources Information Center
Yusoff, Zarwina; Kamsin, Amirrudin; Shamshirband, Shahaboddin; Chronopoulos, Anthony T.
2018-01-01
A Computer game is the new platform in generating learning experiences for educational purposes. There are many educational games that have been used as an interaction design tool in a learning environment to enhance students learning outcomes. However, research also claims that playing video games can have a negative impact on student behavior,…
The Art of Gamification; Teaching Sustainability and System Thinking by Pervasive Game Development
ERIC Educational Resources Information Center
Nordby, Anders; Øygardslia, Kristine; Sverdrup, Ulrik; Sverdrup, Harald
2016-01-01
In 2013 Hedmark University College conducted a research project where students from a game development project/study program developed and tested a Pervasive Game for learning as part of a class in System Thinking. The overall game goal was to teach Sustainability through System Thinking, and to give the students a real world experience with their…
ERIC Educational Resources Information Center
Su, TzuFen; Cheng, Meng-Tzu; Lin, Shu-Hua
2014-01-01
This study was conducted in an attempt to investigate the effectiveness of an educational card game we developed for learning human immunology. Two semesters of evaluation were included to examine the impact of the game on students' understanding and perceptions of the game-based instruction. Ninety-nine senior high school students (11th graders)…
Learning Projectile Motion with the Computer Game "Scorched 3D"
ERIC Educational Resources Information Center
Jurcevic, John S.
2008-01-01
For most of our students, video games are a normal part of their lives. We should take advantage of this medium to teach physics in a manner that is engrossing for our students. In particular, modern video games incorporate accurate physics in their game engines, and they allow us to visualize the physics through flashy and captivating graphics. I…
ERIC Educational Resources Information Center
Culp, Katherine McMillan; Martin, Wendy; Clements, Margaret; Lewis Presser, Ashley
2015-01-01
Rigorous studies of the impact of digital games on student learning remain relatively rare, as do studies of games as supports for learning difficult, core curricular concepts in the context of normal classroom practices. This study uses a blocked, cluster randomized controlled trial design to test the impact of a digital game, played as homework…
ERIC Educational Resources Information Center
WING, RICHARD L.; AND OTHERS
THE PURPOSE OF THE EXPERIMENT WAS TO PRODUCE AND EVALUATE 3 COMPUTER-BASED ECONOMICS GAMES AS A METHOD OF INDIVIDUALIZING INSTRUCTION FOR GRADE 6 STUDENTS. 26 EXPERIMENTAL SUBJECTS PLAYED 2 ECONOMICS GAMES, WHILE A CONTROL GROUP RECEIVED CONVENTIONAL INSTRUCTION ON SIMILAR MATERIAL. IN THE SUMERIAN GAME, STUDENTS SEATED AT THE TYPEWRITER TERMINALS…
Effect of an Educational Game on University Students' Learning about Action Potentials
ERIC Educational Resources Information Center
Luchi, Kelly Cristina Gaviao; Montrezor, Luís Henrique; Marcondes, Fernanda K.
2017-01-01
The aim of this study was to evaluate the effect of an educational game that is used for teaching the mechanisms of the action potentials in cell membranes. The game was composed of pieces representing the intracellular and extracellular environments, ions, ion channels, and the Na+-K+-ATPase pump. During the game activity, the students arranged…
ERIC Educational Resources Information Center
Triantafyllakos, George; Palaigeorgiou, George; Tsoukalas, Ioannis A.
2011-01-01
In this paper, we present a framework for the development of collaborative design games that can be employed in participatory design sessions with students for the design of educational applications. The framework is inspired by idea generation theory and the design games literature, and guides the development of board games which, through the use…
The Game of History: A Creative Review Activity
ERIC Educational Resources Information Center
Bell, Christine
2005-01-01
About eight days before final exams, teacher, Christine Bell, gives her students a study guide and a new assignment: to create their own board game. She groups students into threes. They have a week or so to prepare their game, the form of which should be based on anything of interest. The key is that the content of their game must include one…
Effects of Game Technology on Elementary Student Learning in Mathematics
ERIC Educational Resources Information Center
Shin, Namsoo; Sutherland, LeeAnn M.; Norris, Cathleen A.; Soloway, Elliot
2012-01-01
This paper reports the effects of game technology on student learning in mathematics as investigated in two data sets collected from slightly different subjects. In the first, 41 second graders (7 or 8 years old) from two classes used either a technology-based game or a paper-based game for 5 weeks. For the next 13 weeks, both classes used a…
Investigating Science Interest in a Game-Based Learning Project
ERIC Educational Resources Information Center
Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi
2014-01-01
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
ERIC Educational Resources Information Center
Lin, Kuan-Cheng; Wei, Yu Che; Hung, Jason C.
2012-01-01
Many studies demonstrate that Digital Game Based Learning (DGBL) can foster learning effect. The purpose of this study is to survey whether the online game in junior high school students can encourage learning effect in Taiwan's History. So, the research applied Interactive Game-based Learning System (IGLS) to junior high history teaching as an…
ERIC Educational Resources Information Center
Wang, Sheng-Yuan; Chang, Shao-Chen; Hwang, Gwo-Jen; Chen, Pei-Ying
2018-01-01
In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without proper alignment between the gaming and math-applied contexts, the benefits of game-based learning…
Are Serious Games a Good Strategy for Pharmacy Education?
Cain, Jeff; Piascik, Peggy
2015-05-25
Serious gaming is the use of game principles for the purposes of learning, skill acquisition, and training. Higher education is beginning to incorporate serious gaming into curricula, and health professions education is the most common area for serious game use. Advantages of serious gaming in pharmacy education include authentic, situated learning without risk of patient consequences, collaborative learning, ability to challenge students of all performance levels, high student motivation with increased time on task, immediate feedback, ability to learn from mistakes without becoming discouraged, and potential for behavior and attitude change. Development of quality games for pharmacy education requires content expertise as well as expertise in the science and design of gaming. When well done, serious gaming provides a valuable additional tool for pharmacy education.
A Pumping Algorithm for Ergodic Stochastic Mean Payoff Games with Perfect Information
NASA Astrophysics Data System (ADS)
Boros, Endre; Elbassioni, Khaled; Gurvich, Vladimir; Makino, Kazuhisa
In this paper, we consider two-person zero-sum stochastic mean payoff games with perfect information, or BWR-games, given by a digraph G = (V = V B ∪ V W ∪ V R , E), with local rewards r: E to { R}, and three types of vertices: black V B , white V W , and random V R . The game is played by two players, White and Black: When the play is at a white (black) vertex v, White (Black) selects an outgoing arc (v,u). When the play is at a random vertex v, a vertex u is picked with the given probability p(v,u). In all cases, Black pays White the value r(v,u). The play continues forever, and White aims to maximize (Black aims to minimize) the limiting mean (that is, average) payoff. It was recently shown in [7] that BWR-games are polynomially equivalent with the classical Gillette games, which include many well-known subclasses, such as cyclic games, simple stochastic games (SSG's), stochastic parity games, and Markov decision processes. In this paper, we give a new algorithm for solving BWR-games in the ergodic case, that is when the optimal values do not depend on the initial position. Our algorithm solves a BWR-game by reducing it, using a potential transformation, to a canonical form in which the optimal strategies of both players and the value for every initial position are obvious, since a locally optimal move in it is optimal in the whole game. We show that this algorithm is pseudo-polynomial when the number of random nodes is constant. We also provide an almost matching lower bound on its running time, and show that this bound holds for a wider class of algorithms. Let us add that the general (non-ergodic) case is at least as hard as SSG's, for which no pseudo-polynomial algorithm is known.
Dankbaar, Mary E W; Richters, Olivier; Kalkman, Cor J; Prins, Gerrie; Ten Cate, Olle T J; van Merrienboer, Jeroen J G; Schuit, Stephanie C E
2017-02-02
Serious games have the potential to teach complex cognitive skills in an engaging way, at relatively low costs. Their flexibility in use and scalability makes them an attractive learning tool, but more research is needed on the effectiveness of serious games compared to more traditional formats such e-modules. We investigated whether undergraduate medical students developed better knowledge and awareness and were more motivated after learning about patient-safety through a serious game than peers who studied the same topics using an e-module. Fourth-year medical students were randomly assigned to either a serious game that included video-lectures, biofeedback exercises and patient missions (n = 32) or an e-module, that included text-based lectures on the same topics (n = 34). A third group acted as a historical control-group without extra education (n = 37). After the intervention, which took place during the clinical introduction course, before the start of the first rotation, all students completed a knowledge test, a self-efficacy test and a motivation questionnaire. During the following 10-week clinical rotation they filled out weekly questionnaires on patient-safety awareness and stress. The results showed patient safety knowledge had equally improved in the game group and e-module group compared to controls, who received no extra education. Average learning-time was 3 h for the game and 1 h for the e-module-group. The serious game was evaluated as more engaging; the e-module as more easy to use. During rotations, students in the three groups reported low and similar levels of patient-safety awareness and stress. Students who had treated patients successfully during game missions experienced higher self-efficacy and less stress during their rotation than students who treated patients unsuccessfully. Video-lectures (in a game) and text-based lectures (in an e-module) can be equally effective in developing knowledge on specific topics. Although serious games are strongly engaging for students and stimulate them to study longer, they do not necessarily result in better performance in patient safety issues.
Let's Talk about Student Presentations
ERIC Educational Resources Information Center
Doree, Suzanne; Jardine, Richard; Linton, Thomas
2007-01-01
This article offers our ideas on why it is important to teach our students how to speak about mathematics and some practical resources for incorporating speaking activities, helping students prepare, evaluating student presentations, and getting your department to talk about student presentations. The ideas in this article were compiled when the…
Playing interprofessional games: reflections on using the Interprofessional Education Game (iPEG).
Joseph, Sundari; Diack, Lesley
2015-05-01
This report explores the relevance of gaming in IPE curriculum design with the use of the Interprofessional Education Game (iPEG) as an activity aimed to achieve positive interprofessional learning outcomes for students. It was designed to enable the understanding of professional roles and responsibilities in patient/client care settings. We provide a description of its implementation and evaluation with first year student cohorts (900+ per cohort) over a 3-year period within an established interprofessional education (IPE) programme. The game encapsulates fun and memorable learning styles to explore professional stereotypes and team approaches to care delivery. It can be a valuable teaching tool for those designing IPE curriculum. Evaluation data from students and staff were mainly positive. We discuss the use of the game and its potential to be adapted in flexible and creative ways to assist educators in consider incorporating gaming within their own IPE programmes.
Kerfoot, B Price; Baker, Harley; Pangaro, Louis; Agarwal, Kathryn; Taffet, George; Mechaber, Alex J; Armstrong, Elizabeth G
2012-10-01
To investigate whether a spaced-education (SE) game can be an effective means of teaching core content to medical students and a reliable and valid method of assessing their knowledge. This nine-month trial (2008-2009) enrolled students from three U.S. medical schools. The SE game consisted of 100 validated multiple-choice questions-explanations in preclinical/clinical domains. Students were e-mailed two questions daily. Adaptive game mechanics re-sent questions in three or six weeks if answered, respectively, incorrectly or correctly. Questions expired if not answered on time (appointment dynamic). Students retired questions by answering each correctly twice consecutively (progression dynamic). Posting of relative performance fostered competition. Main outcome measures were baseline and completion scores. Seven-hundred thirty-one students enrolled. Median baseline score was 53% (interquartile range [IQR] 16) and varied significantly by year (P<.001, dmax=2.08), school (P<.001, dmax=0.75), and gender (P<.001, d=0.38). Median completion score was 93% (IQR 12) and varied significantly by year (P=.001, dmax=1.12), school (P<.001, dmax=0.34), and age (P=.019, dmax=0.43). Scores did not differ significantly between years 3 and 4. Seventy percent of enrollees (513/731) requested to participate in future SE games. An SE game is an effective and well-accepted means of teaching core content and a reliable and valid method to assess student knowledge. SE games may be valuable tools to identify and remediate students who could benefit from additional educational support.
“Campus Craft”: A Game for Sexual Assault Prevention in Universities
Ekbia, Hamid R.
2015-01-01
Abstract Objective: Sexual assault is prevalent among college students. In response, universities have implemented prevention education initiatives. These interventions, however, often ignore the broader sociocultural context in which sexual violence occurs. This calls for innovative approaches in prevention education, which address the broader context. Computer games provide such an opportunity by providing simulated real-life scenarios, nonlinear narratives, and an interactive medium. We report the development and pilot testing of “Campus Craft,” a game prototype that focuses, among other things, on sexual assault prevention. Materials and Methods: The prototype was developed through a participatory design process; students, educators, and subject matter experts helped design and develop scenarios, game mechanics, and learning objectives. The prototype was evaluated by college students (n=141) in a multi-method approach. The evaluation encompassed issues of usability, game mechanics, attitudes, and learning outcomes. Results: Findings indicated that participants rated various aspects of the game positively. Additionally, use of “Campus Craft” contributed to differences in student learning of prevention concepts between the pre- and post-test such that students scored higher on the post-test. Conclusions: Findings demonstrate that, on average, students learned several core concepts related to sexual consent and rape culture through gameplay. Results suggest that computer-based gaming may be a viable avenue for sexual assault prevention education. Findings demonstrate that this approach could be effective in increasing student knowledge and understanding of factors that contribute to sexual assault in college. Future research is needed to corroborate findings and better understand the feasibility of using this approach among larger samples of college students. PMID:26181803
Teaching Resistance through an interactive gaming lab
NASA Astrophysics Data System (ADS)
O'Brien, James G.; Sirokman, Greg; Rueckert, Franz; Cascio, Derek
2015-04-01
The use of gaming as an educational tool has proven to be an effective paradigm in modern pedagogy. Following the success of their previous work ``Sector Vector,'' the authors present a new interactive game-based laboratory to highlight the basic manipulation and calculation of resistors in circuits. ``Resistance is Futile'' delivers the lesson of basic resistor combinations in a game based exercise where teams build a continually evolving circuit. As the game progresses, students must develop long and short term plans to modify an ever-changing circuit and meet primary and secondary objectives. Each turn requires quick calculations of resistor combinations and the assessment of future options. Students are also exposed to the creation of a modular circuit, which may not conform to standard textbook examples. To determine a winner, the students work together to analyze and evaluate a potentially complex final circuit diagram. The dynamic atmosphere and competitive nature established by the gaming environment have been shown to increase student engagement and concept retention. In this presentation, we will discuss both the structure of the lab-based game and the pedagogical implications this implementation versus the traditional resistor combination laboratory exercise.
Association of acculturation with drinking games among Hispanic college students.
Schwartz, Seth J; Zamboanga, Byron L; Tomaso, Cara C; Kondo, Karli K; Unger, Jennifer B; Weisskirch, Robert S; Ham, Lindsay S; Meca, Alan; Cano, Miguel Ángel; Whitbourne, Susan Krauss; Brittian, Aerika S; Des Rosiers, Sabrina E; Hurley, Eric A; Vazsonyi, Alexander T; Ravert, Russell D
2014-09-01
This cross-sectional study was conducted to investigate which components of acculturation relate to drinking games participation among Hispanic college students. We also sought to examine whether the relationships between acculturation and drinking games would differ from the associations between acculturation and other alcohol-related outcomes. A sample of 1,397 Hispanic students aged 18-25 (75% women; 77% US-born) from 30 US colleges and universities completed a confidential online survey. Associations among acculturative processes, drinking games participation, general alcohol consumption, and negative drinking consequences differed across gender. Most significant findings emerged in the domain of cultural practices. For women, US cultural practices were associated with greater general alcohol consumption, drinking games frequency, and amount of alcohol consumed while gaming, whereas for men, US cultural practices were associated with general alcohol consumption and negative drinking consequences. Hispanic and US cultural practices, values, and identifications were differentially associated with drinking games participation, and these associations differed by gender. It is therefore essential for college student alcohol research to examine US culture acquisition and Hispanic culture retention separately and within the domains of cultural practices, values, and identifications.
Game on: The gamification of the pharmacy classroom.
Sera, Leah; Wheeler, Erin
Gamification is the use of game mechanics to promote engagement and enjoyment of problem-solving in non-game situations. Gamification has been used widely in recent years in industry and academia as a tool for training and education. The aims of this paper are to provide an overview of gamification and digital game-based learning (DGBL), review the use of digital games in health professional education, and provide suggestions for future use in pharmacy curricula. Many examples of game-based learning in pharmacy and other health professional curricula have been published, however the body of literature on DGBL is less developed. Overall, evaluations of these techniques show that students find them engaging and enjoyable. A recent meta-analysis of studies comparing DGBL to non-game based learning in primary, secondary, post-secondary education found that DGBL significantly enhances learning. Challenges to implementing game-based learning are financial, cultural, and technological. Many areas of the pharmacy curriculum could be appropriate for digital gamification. With more students entering pharmacy school familiar with video games and game-based living the time has come for pharmacy educators to explore how these instructional technologies could benefit a new generation of pharmacy students. As serious games are developed and researched in pharmacy curricula, test scores, student confidence in knowledge and skills, and retention of knowledge and skills are all outcomes that, if published, will help advance the adoption of DGBL into the pharmacy school classroom. Copyright © 2016 Elsevier Inc. All rights reserved.
Technology Helps Students Transcend Part-Whole Concepts
ERIC Educational Resources Information Center
Norton, Anderson; Wilkins, Jesse L. M.; Evans, Michael A.; Deater-Deckard, Kirby; Balci, Osman; Chang, Mido
2014-01-01
The authors introduce an educational video game (application, or "app"), "CandyFactory Educational Game," designed to promote students' development of partitive understanding of fractions while demonstrating the critical need to promote that development. The app includes essential game features of immediate feedback,…
Simulated Game Playing in Law School; An Experiment
ERIC Educational Resources Information Center
King, Donald B.
1974-01-01
Describes the successful use of six simulated games in a commercial law class of 84 students and discusses teacher and student evaluation of their effectiveness. The six games, three with a legislative setting and three with a court setting, are included. (JT)
Klisch, Yvonne; Miller, Leslie M.; Beier, Margaret E.; Wang, Shu
2012-01-01
A multimedia game was designed to serve as a dual-purpose intervention that aligned with National Science Content Standards, while also conveying knowledge about the consequences of alcohol consumption for a secondary school audience. A tertiary goal was to positively impact adolescents' attitudes toward science through career role-play experiences within the game. In a pretest/delayed posttest design, middle and high school students, both male and female, demonstrated significant gains on measures of content knowledge and attitudes toward science. The best predictors of these outcomes were the players' ratings of the game's usability and satisfaction with the game. The outcomes suggest that game interventions can successfully teach standards-based science content, target age-appropriate health messages, and impact students' attitudes toward science. PMID:22383621
Klisch, Yvonne; Miller, Leslie M; Beier, Margaret E; Wang, Shu
2012-01-01
A multimedia game was designed to serve as a dual-purpose intervention that aligned with National Science Content Standards, while also conveying knowledge about the consequences of alcohol consumption for a secondary school audience. A tertiary goal was to positively impact adolescents' attitudes toward science through career role-play experiences within the game. In a pretest/delayed posttest design, middle and high school students, both male and female, demonstrated significant gains on measures of content knowledge and attitudes toward science. The best predictors of these outcomes were the players' ratings of the game's usability and satisfaction with the game. The outcomes suggest that game interventions can successfully teach standards-based science content, target age-appropriate health messages, and impact students' attitudes toward science.
The Role of Game Elements in Online Learning within Health Professions Education.
Rojas, David; Kapralos, Bill; Dubrowski, Adam
2016-01-01
Given the highly competitive and motivating nature of today's students, gamification, when properly implemented, can be an effective learning tool. Here we studied which gamification (gaming) elements that medical students would be interested in having when using an online learning system to acquire clinical skills. Focus groups sessions were held with medical students, game developers, and game designers to develop an understanding about their perception and preferences regarding gamification. Overall it was determined that gamification will lead to increased engagement and motivation and should include both competitive and social elements.
Implementation of a Curriculum-Integrated Computer Game for Introducing Scientific Argumentation
NASA Astrophysics Data System (ADS)
Wallon, Robert C.; Jasti, Chandana; Lauren, Hillary Z. G.; Hug, Barbara
2017-11-01
Argumentation has been emphasized in recent US science education reform efforts (NGSS Lead States 2013; NRC 2012), and while existing studies have investigated approaches to introducing and supporting argumentation (e.g., McNeill and Krajcik in Journal of Research in Science Teaching, 45(1), 53-78, 2008; Kang et al. in Science Education, 98(4), 674-704, 2014), few studies have investigated how game-based approaches may be used to introduce argumentation to students. In this paper, we report findings from a design-based study of a teacher's use of a computer game intended to introduce the claim, evidence, reasoning (CER) framework (McNeill and Krajcik 2012) for scientific argumentation. We studied the implementation of the game over two iterations of development in a high school biology teacher's classes. The results of this study include aspects of enactment of the activities and student argument scores. We found the teacher used the game in aspects of explicit instruction of argumentation during both iterations, although the ways in which the game was used differed. Also, students' scores in the second iteration were significantly higher than the first iteration. These findings support the notion that students can learn argumentation through a game, especially when used in conjunction with explicit instruction and support in student materials. These findings also highlight the importance of analyzing classroom implementation in studies of game-based learning.
Video game addiction and college performance among males: results from a 1 year longitudinal study.
Schmitt, Zachary L; Livingston, Michael G
2015-01-01
This study explored the pattern of video game usage and video game addiction among male college students and examined how video game addiction was related to expectations of college engagement, college grade point average (GPA), and on-campus drug and alcohol violations. Participants were 477 male, first year students at a liberal arts college. In the week before the start of classes, participants were given two surveys: one of expected college engagement, and the second of video game usage, including a measure of video game addiction. Results suggested that video game addiction is (a) negatively correlated with expected college engagement, (b) negatively correlated with college GPA, even when controlling for high school GPA, and (c) negatively correlated with drug and alcohol violations that occurred during the first year in college. Results are discussed in terms of implications for male students' engagement and success in college, and in terms of the construct validity of video game addiction.
Blakely, Gillian; Skirton, Heather; Cooper, Simon; Allum, Peter; Nelmes, Pam
2010-03-01
Educational games have been shown to be effective in supporting learning, especially to reinforce knowledge, and students are generally positive about the use of games. The aim of this mixed-methods study that was conducted in the UK was to explore educators' views towards the use of educational games in the health sciences. The data were collected via semistructured interviews with 13 health educators and an online survey that was completed by 97 health educators. Three factors influence the use of classroom games: reflective practice, the impact of games on students, and the impact of logistical factors. Educators assess their own performance and the impact of the games on students when planning their use; however, large classes and the need for preparation time have a negative impact on educators' willingness to use games. Similar constraints might restrict the use of active learning strategies, such as simulation, that are crucial for enabling health professionals to develop competence. These issues require consideration when planning educational methods.
Diversity of nursing student views about simulation design: a q-methodological study.
Paige, Jane B; Morin, Karen H
2015-05-01
Education of future nurses benefits from well-designed simulation activities. Skillful teaching with simulation requires educators to be constantly aware of how students experience learning and perceive educators' actions. Because revision of simulation activities considers feedback elicited from students, it is crucial to understand the perspective from which students base their response. In a Q-methodological approach, 45 nursing students rank-ordered 60 opinion statements about simulation design into a distribution grid. Factor analysis revealed that nursing students hold five distinct and uniquely personal perspectives-Let Me Show You, Stand By Me, The Agony of Defeat, Let Me Think It Through, and I'm Engaging and So Should You. Results suggest that nurse educators need to reaffirm that students clearly understand the purpose of each simulation activity. Nurse educators should incorporate presimulation assignments to optimize learning and help allay anxiety. The five perspectives discovered in this study can serve as a tool to discern individual students' learning needs. Copyright 2015, SLACK Incorporated.
Hold on Tight or Let Go: Exploring the Parental Role in First-Year Students' College Adjustment
ERIC Educational Resources Information Center
Sax, Linda J.; Weintraub, Dayna S.
2016-01-01
Using a sample of 995 students living in residential housing at a selective, public research university, this study examined the relationship between student-parent interactions and adjustment to college and investigated differences between student-mother interactions and student-father interactions. Results indicate that students are generally…
Su, TzuFen; Cheng, Meng-Tzu; Lin, Shu-Hua
2014-01-01
This study was conducted in an attempt to investigate the effectiveness of an educational card game we developed for learning human immunology. Two semesters of evaluation were included to examine the impact of the game on students' understanding and perceptions of the game-based instruction. Ninety-nine senior high school students (11th graders) were recruited for the first evaluation, and the second-semester group consisted of 72 students (also 11th graders). The results obtained indicate that students did learn from the educational card game. Moreover, students who learned from playing the game significantly outperformed their counterparts in terms of their understanding of the processes and connections among different lines of immunological defense (first semester: t = 2.92, p < 0.01; second semester: t = 3.45, p < 0.01) according to the qualitative analysis of an open-ended question. They generally had positive perceptions toward the game-based instruction and its learning efficiency, and they felt the game-based instruction was much more interesting than traditional didactic lectures (first semester: t = 2.79, p < 0.01; second semester: t = 2.41, p < 0.05). This finding is evidence that the educational card game has potential to facilitate students' learning of how the immune system works. The implications and suggestions for future work are further discussed. © 2014 T. Su et al. CBE—Life Sciences Education © 2014 The American Society for Cell Biology. This article is distributed by The American Society for Cell Biology under license from the author(s). It is available to the public under an Attribution–Noncommercial–Share Alike 3.0 Unported Creative Commons License (http://creativecommons.org/licenses/by-nc-sa/3.0).
Teaching EBP Using Game-Based Learning: Improving the Student Experience.
Davidson, Sandra J; Candy, Laurie
2016-08-01
Evidence-based practice (EBP) is considered a key entry to practice competency for nurses. However, many baccalaureate nursing programs continue to teach "traditional" nursing research courses that fail to address many of the critical knowledge, skills, and attitudes that foster EBP. Traditional classroom teaching strategies do little to promote the development of competencies critical for engaging in EBP in clinical contexts. The purpose of this work was to develop, implement, and evaluate an innovative teaching strategy aimed at improving student learning, engagement and satisfaction in an online EBP course. The goals of this paper are to: (1) describe the process of course development, (2) describe the innovative teaching strategy, and (3) discuss the outcomes of the pilot course offered using game-based learning. A midterm course-specific survey and standard institutional end of course evaluations were used to evaluate student satisfaction. Game platform analytics and thematic analysis of narrative comments in the midterm and end of course surveys were used to evaluate students' level of engagement. Student learning was evaluated using the end of course letter grade. Students indicated a high satisfaction with the course. Student engagement was also maintained throughout the course. The majority of students (87%, 26/30) continued to complete learning quests in the game after achieving the minimum amount of points to earn an A. Seven students completed every learning quest available in the game platform. Of the 30 students enrolled in the course, 17 students earned a final course grade of A+ and 13 earned an A. Provide students with timely, individualized feedback to enable mastery learning. Create student choice and customization of learning. Integrate the use of badges (game mechanics) to increase engagement and motivation. Level learning activities to build on each other and create flow. © 2016 Sigma Theta Tau International.
Anatomy adventure: a board game for enhancing understanding of anatomy.
Anyanwu, Emeka G
2014-01-01
Certain negative factors such as fear, loss of concentration and interest in the course, lack of confidence, and undue stress have been associated with the study of anatomy. These are factors most often provoked by the unusually large curriculum, nature of the course, and the psychosocial impact of dissection. As a palliative measure, Anatomy Adventure, a board game on anatomy was designed to reduce some of these pressures, emphasize student centered and collaborative learning styles, and add fun to the process of learning while promoting understanding and retention of the subject. To assess these objectives, 95 out of over 150 medical and dental students who expressed willingness to be part of the study were recruited and divided into a Game group and a Non-game group. A pretest written examination was given to both groups, participants in the Game group were allowed to play the game for ten days, after which a post-test examination was also given. A 20-item questionnaire rated on a three-point scale to access student's perception of the game was given to the game group. The post-test scores of the game group were significantly higher (P < 0.05) than those of the non-game counterparts. Also the post-test score of the game based group was significantly better (P < 0.05) than their pretest. The students in their feedback noted in very high proportions that the game was interesting, highly informative, encouraged team work, improved their attitude, and perception to gross anatomy. © 2013 American Association of Anatomists.
Learning Physics with Digital Game Simulations in Middle School Science
NASA Astrophysics Data System (ADS)
Anderson, Janice L.; Barnett, Mike
2013-12-01
The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with middle school students. To this end, we explored the impact of using a game called Supercharged! on middle school students' understanding of electromagnetic concepts compared to students who conducted a more traditional inquiry-oriented investigation of the same concepts. This study was a part of a larger design experiment examining the pedagogical potential of Supercharged! The control group learned through a series of guided inquiry methods while the experimental group played Supercharged! during the laboratory sections of the science course. There was significant difference, F(2,91) = 3.6, p < 0.05, η 2 = 0.77, between the control and experimental groups on the gains from pre- to post-assessment. Additionally, students in the experimental group were able to give more nuanced responses about the descriptions of electric fields and the influence of distance on the forces that charges experience due to their interactions with the Supercharged! game. Results of this study show that video games can lead to positive learning outcomes, as demonstrated by the increase in test scores from pre- to post-assessment and the student interviews. This study also suggests that a complementary approach, in which video games and hands-on activities are integrated, with each activity informing the other, could be a very powerful technique for supporting student scientific understanding. Further, our findings suggest that game designers should embed meta-cognitive activities such as reflective opportunities into educational video games in order to provide scaffolds for students and to reinforce that they are engaged in an educational learning experience.
ERIC Educational Resources Information Center
Karatas, Süleyman
2015-01-01
The objective of this study is to find out the opinions of school administrators, teachers, staff, benefiting students and parents and other stakeholders of "Let the Schools Become Life" project being carried out in order to reveal the effectiveness and efficiency of the project. Data in this qualitative research was gathered by…
Tri-P-LETS: Changing the Face of High School Computer Science
ERIC Educational Resources Information Center
Sherrell, Linda; Malasri, Kriangsiri; Mills, David; Thomas, Allen; Greer, James
2012-01-01
From 2004-2007, the University of Memphis carried out the NSF-funded Tri-P-LETS (Three P Learning Environment for Teachers and Students) project to improve local high-school computer science curricula. The project reached a total of 58 classrooms in eleven high schools emphasizing problem solving skills, programming concepts as opposed to syntax,…
ERIC Educational Resources Information Center
Shahar, Jed
2012-01-01
Cell phone ubiquity enables students to record and share audio file versions of their essays for proofreading purposes. Adopting this practice in community college developmental writing classes leads to an investigation of both writing as a technology and the influence of modern technology on composition and composition pedagogy.
Let's Burn Them All: A Librarian's View
ERIC Educational Resources Information Center
Werner, Roye
2014-01-01
In this rejoinder to "Let's Burn Them All," a librarian supports the author's case for eliminating textbooks in the teaching of management and organizational behavior. A move away from textbooks would free libraries from worrying about whether and to what extent to provide expensive textbook access to students, a long-standing…
ERIC Educational Resources Information Center
Herrera, Christine A.; McCabe, Terrance; Strictland, Sharon; White, Alexander
2018-01-01
In an undergraduate analysis course taught by one of the authors, three prompts are regularly given: (i) What do we know? (ii) What do we need to show? (iii) Let's draw a picture. We focus on the third prompt and its role in helping students develop their confidence in learning how to construct proofs. Specific examples of visual models and their…
Traditional and Digital Game Preferences of Children: A CHAID Analysis on Middle School Students
ERIC Educational Resources Information Center
Tatli, Zeynep
2018-01-01
The purpose of this study is to determine types of games that middle school students play in their daily lives and analyze the effects of various variables such as gender, available technology, grade in school and parents' education levels on their game preferences. The sample consisted of a total of 464 grade 5-8 students (212 girls and 252…
Beyond Jeopardy and Lectures: Using "Microsoft PowerPoint" as a Game Design Tool to Teach Science
ERIC Educational Resources Information Center
Siko, Jason; Barbour, Michael; Toker, Sacip
2011-01-01
To date, research involving homemade PowerPoint games as an instructional tool has not shown statistically significant gains in student performance. This paper examines the results of a study comparing the performance of students in a high school chemistry course who created homemade PowerPoint games as a test review with the students who used a…
9 Square in the Air: Not Your Parents' Traditional Four Square Game
ERIC Educational Resources Information Center
Hanson, Amber Hall; Barney, David
2018-01-01
Physical educators are constantly looking for new ideas and activities that will quickly grab the interest of their students. 9 Square in the Air is a game that does just this. The game was developed as a way to integrate students who enjoy volleyball and those who like Four Square. 9 Square in the Air provides the opportunity for students to use…
ERIC Educational Resources Information Center
Ebrahimzadeh, Mohsen; Alavi, Sepideh
2016-01-01
The present study examined e-learning enjoyment to see if it could predict high school students' vocabulary learning through a digital video game. Furthermore, the difference between those who played and those who watched the game was assessed. Participants of the study were male, high school, EFL students (N = 136, age 12-18) randomly assigned to…
ERIC Educational Resources Information Center
Thomas, Michael K.; Ge, Xun; Greene, Barbara A.
2011-01-01
This study used technology-rich ethnography (TRE) to examine the use of game development in a high school computer programming class for the development of 21st century skills. High school students created games for elementary school students while obtaining formative feedback from their younger clients. Our experience suggests that in the…
German Eagle vs. Russian Bear: A World War II Russian Front Boardgame Kit.
ERIC Educational Resources Information Center
Coatney, Louis R.
This board game encourages junior and senior high school student analysis of the German campaign against the USSR and gauges student decision-making skills. The World War II Russo-German Front is simulated in a standard board game format. A key element of the game is its analysis and results form. Using this form compels students to analyze and…
Primary School Students' Strategies in Early Algebra Problem Solving Supported by an Online Game
ERIC Educational Resources Information Center
van den Heuvel-Panhuizen, Marja; Kolovou, Angeliki; Robitzsch, Alexander
2013-01-01
In this study we investigated the role of a dynamic online game on students' early algebra problem solving. In total 253 students from grades 4, 5, and 6 (10-12 years old) used the game at home to solve a sequence of early algebra problems consisting of contextual problems addressing covarying quantities. Special software monitored the…
Naming Game on Networks: Let Everyone be Both Speaker and Hearer
Gao, Yuan; Chen, Guanrong; Chan, Rosa H. M.
2014-01-01
To investigate how consensus is reached on a large self-organized peer-to-peer network, we extended the naming game model commonly used in language and communication to Naming Game in Groups (NGG). Differing from other existing naming game models, in NGG everyone in the population (network) can be both speaker and hearer simultaneously, which resembles in a closer manner to real-life scenarios. Moreover, NGG allows the transmission (communication) of multiple words (opinions) for multiple intra-group consensuses. The communications among indirectly-connected nodes are also enabled in NGG. We simulated and analyzed the consensus process in some typical network topologies, including random-graph networks, small-world networks and scale-free networks, to better understand how global convergence (consensus) could be reached on one common word. The results are interpreted on group negotiation of a peer-to-peer network, which shows that global consensus in the population can be reached more rapidly when more opinions are permitted within each group or when the negotiating groups in the population are larger in size. The novel features and properties introduced by our model have demonstrated its applicability in better investigating general consensus problems on peer-to-peer networks. PMID:25143140
Naming Game on Networks: Let Everyone be Both Speaker and Hearer
NASA Astrophysics Data System (ADS)
Gao, Yuan; Chen, Guanrong; Chan, Rosa H. M.
2014-08-01
To investigate how consensus is reached on a large self-organized peer-to-peer network, we extended the naming game model commonly used in language and communication to Naming Game in Groups (NGG). Differing from other existing naming game models, in NGG everyone in the population (network) can be both speaker and hearer simultaneously, which resembles in a closer manner to real-life scenarios. Moreover, NGG allows the transmission (communication) of multiple words (opinions) for multiple intra-group consensuses. The communications among indirectly-connected nodes are also enabled in NGG. We simulated and analyzed the consensus process in some typical network topologies, including random-graph networks, small-world networks and scale-free networks, to better understand how global convergence (consensus) could be reached on one common word. The results are interpreted on group negotiation of a peer-to-peer network, which shows that global consensus in the population can be reached more rapidly when more opinions are permitted within each group or when the negotiating groups in the population are larger in size. The novel features and properties introduced by our model have demonstrated its applicability in better investigating general consensus problems on peer-to-peer networks.
ERIC Educational Resources Information Center
Beckman, Steven R.
2003-01-01
Describes a series of matrix choice games that illustrate for students the concepts of monopoly, shared monopoly, Cournot, Bertrand, and Stackelberg behavior given either perfect complements or perfect substitutes. Suggests that the use of the games also allows for student dialogue about international trade and price wars. (JEH)
ERIC Educational Resources Information Center
Lo, Erika
2001-01-01
Presents seven mathematics games, located on the World Wide Web, for elementary students, including: Absurd Math: Pre-Algebra from Another Dimension; The Little Animals Activity Centre; MathDork Game Room (classic video games focusing on algebra); Lemonade Stand (students practice math and business skills); Math Cats (teaches the artistic beauty…
Turmoil: A Simulation Game Dealing With International Oil Trade
ERIC Educational Resources Information Center
Kelly, Robert
1976-01-01
This simulation game is intended to help secondary students understand the complexities of the international oil trade. Students represent nations involved in trading oil and other commodities. The game takes about five classroom periods to teach. The article includes all essential materials. (Author/RM)
Impact of Math Snacks Games on Students' Conceptual Understanding
ERIC Educational Resources Information Center
Winburg, Karin; Chamberlain, Barbara; Valdez, Alfred; Trujillo, Karen; Stanford, Theodore B.
2016-01-01
This "Math Snacks" intervention measured 741 fifth grade students' gains in conceptual understanding of core math concepts after game-based learning activities. Teachers integrated four "Math Snacks" games and related activities into instruction on ratios, coordinate plane, number systems, fractions and decimals. Using a…
LifeChanger: A Pilot Study of a Game-Based Curriculum for Sexuality Education.
Gilliam, Melissa; Jagoda, Patrick; Heathcock, Stephen; Orzalli, Sarah; Saper, Carolyn; Dudley, Jessyca; Wilson, Claire
2016-04-01
To assess the feasibility and acceptability of a game-based sexuality education curriculum. Curriculum evaluation used descriptive statistics, observation, and qualitative and quantitative data collection. The study was conducted in eighth grade classrooms in Chicago, Illinois. Students from 3 eighth grade classrooms from a school using a game-based curriculum. The intervention had 11 modules and used an ecological model informed by the extant literature. The intervention was developed by the Game Changer Chicago Design Lab and featured a card game designed with youth participation. The study outcomes of interest included learning, feasibility, and acceptability of the curriculum. Students highly rated frank conversation via "Ask the Doctor" sessions and role-playing. Students raised concerns about the breadth of activities, preferring to explore fewer topics in greater depth. A game-based curriculum was feasible, yet students placed the highest value on frank discussion about sexuality. Copyright © 2016 North American Society for Pediatric and Adolescent Gynecology. Published by Elsevier Inc. All rights reserved.
NASA Astrophysics Data System (ADS)
Joseph, Dolly Rebecca Doran
The playing of computer games is one of the most popular non-school activities of children, particularly boys, and is often the entry point to greater facility with and use of other computer applications. Children are learning skills as they play, but what they learn often does not generalize beyond application to that and other similar games. Nevertheless, games have the potential to develop in students the knowledge and skills described by national and state educational standards. This study focuses upon middle-school aged children, and how they react to and respond to computer games designed for entertainment and educational purposes, within the context of science learning. Through qualitative, case study methodology, the game play, evaluation, and modification experiences of four diverse middle-school-aged students in summer camps are analyzed. The inquiry focused on determining the attributes of computer games that appeal to middle school students, the aspects of science that appeal to middle school children, and ultimately, how science games might be designed to appeal to middle school children. Qualitative data analysis led to the development of a method for describing players' activity modes during game play, rather than the conventional methods that describe game characteristics. These activity modes are used to describe the game design preferences of the participants. Recommendations are also made in the areas of functional, aesthetic, and character design and for the design of educational games. Middle school students may find the topical areas of forensics, medicine, and the environment to be of most interest; designing games in and across these topic areas has the potential for encouraging voluntary science-related play. Finally, when including children in game evaluation and game design activities, results suggest the value of providing multiple types of activities in order to encourage the full participation of all children.
ERIC Educational Resources Information Center
Ault, Marilyn; Craig-Hare, Jana; Frey, Bruce
2016-01-01
Reason Racer is an online, rate-based, multiplayer game designed to engage middle school students in the knowledge and skills related to scientific argumentation. Several game features are included as design considerations unrelated to science content or argumentation. One specific feature, a competitive racing component that occurs in between…
ERIC Educational Resources Information Center
Chen, Yen-Chun
2017-01-01
As pupils are largely increased the opportunities to contact digital games, the effect of digital games has been broadly discussed and studied. Digital games no longer play the function of entertainment, but could assist students in more active learning and deeper and broader learning, when being applied to instruction. It is limited to learn in…
ERIC Educational Resources Information Center
Silseth, Kenneth
2012-01-01
The purpose of this article is to gain knowledge about how interactions in a gaming context become constituted as effective resources for a student's learning trajectory. In addition, this detailed study of a learning trajectory documents how a computer game becomes a learning resource for working on a specific topic in school. The article reports…
All Play and No Work: Computer Games Are Invading the Classroom--And Not a Moment Too Soon
ERIC Educational Resources Information Center
MacKenty, Bill
2006-01-01
In this article, the author discusses how computer games can be used successfully in classrooms. The author also relates how one of his struggling students has become excited about learning when he introduced computer games as part of his lessons. The author also cites the factors that make computer games better in inspiring students over…
ERIC Educational Resources Information Center
Pelletier, Caroline
2005-01-01
This paper compares the oral and visual representations which 12 to 13-year-old students produced in studying computer games as part of an English and Media course. It presents the arguments for studying multimodal texts as part of a literacy curriculum and then provides an overview of the games course devised by teachers and researchers. The…
Examining an online microbiology game as an effective tool for teaching the scientific process.
Bowling, Kristi G; Klisch, Yvonne; Wang, Shu; Beier, Margaret
2013-01-01
This study investigates the effectiveness of the online Flash game Disease Defenders in producing knowledge gains for concepts related to the scientific process. Disease Defenders was specifically designed to model how the scientific process is central to a variety of disciplines and science careers. An additional question relates to the game's ability to shift attitudes toward science. Middle school classes from grades six to eight were assigned to the experimental group (n = 489) or control group (n = 367) and asked to participate in a three-session intervention. The sessions involved completing a pretest, a game play session, and taking a posttest. Students in the experimental group played Disease Defenders while students in the control group played an alternative science game. Results showed a significant increase in mean science knowledge scores for all grades in the experimental group, with sixth grade and seventh grade students gaining more knowledge than eighth grade students. Additionally, results showed a significant positive change in science attitudes only among sixth graders, who also rated their satisfaction with the game more favorably than students in higher grades. No differences in mean test scores were found between genders for science knowledge or science attitudes, suggesting that the game is equally effective for males and females.
Lee, Yuan-Hsuan; Ko, Chih-Hung; Chou, Chien
2015-04-01
Using expectancy theory, this study aimed at identifying the attitudinal/behavioral factors that explain the relationship between Internet expectancies and Internet addiction among Taiwanese adolescents. A total of 25,573 students (49.8% boys and 50.2% girls) across junior and senior high schools participated in the study. The students reported on their background characteristics, general expectations from the Internet, attitudes toward online social interaction and online gaming, preferences in online social interaction, and dys-controlled online gaming behavior. Structural equation modeling was used to examine the indirect effects of Internet expectancies on Internet addiction through these attitudinal/behavioral factors. The results showed that Internet expectancies positively predicted students' attitudes toward online games and online social interaction, which in turn predicted their respective preferences or dys-controlled behavior and Internet addiction. The indirect effect of Internet expectancies was higher on Internet addiction via attitudes toward online gaming and dys-controlled online gaming than via attitudes toward and preferences of online social interaction. The indirect effects exhibited a larger impact on boys than on girls. The authors recommend that the expectancies of online gaming and social interaction be addressed in efforts to prevent and attenuate the severity of adolescent Internet addiction.
Bacon Brains: Video Games for Teaching the Science of Addiction
Epstein, Joel; Noel, Jeffrey; Finnegan, Megan; Watkins, Kate
2016-01-01
Researchers have developed many different computerized interventions designed to teach students about the dangers of substance use. Following in this tradition, we produced a series of video games called Bacon Brains. However, unlike many other programs, ours focused on the “Science of Addiction,” providing lessons on how alcohol and other drugs affect the brain. The purpose of this study was to evaluate the effectiveness of our games in teaching students our science-based curriculum. We enrolled over 200 students and randomly assigned them to play our games or a different series of NIDA-produced games. Of the students in the Bacon Brains conditions, half were instructed to play collaboratively and the other half was told to play competitively. Results indicate significantly greater knowledge gains among students in Bacon Brains compared to the existing games (5.01 mean knowledge score difference; [F(1,242)=9.588, p=.002]). Girls demonstrated knowledge gains in both collaborative and competitive conditions, but boys demonstrated similar gains only in the competitive condition. Based on our outcomes, we conclude that video games can serve as an effective method of science instruction. We further discuss the importance of considering gender differences in light of differential response to collaborative vs. competitive learning environments. PMID:28603405
"Let There Be Night" Advocates Dark Skies
NASA Astrophysics Data System (ADS)
Bueter, Chuck
2008-05-01
Let There Be Night is an interactive planetarium program that supports a community-wide experiment to quantify local sky glow. In the planetarium, visitors will experience three aspects of light pollution--glare, sky glow, and light trespass--and decide whether and how to confront dark sky issues. Planetarians can select optional recorded stories and lessons to complement live demonstrations or star talks. As a companion experiment, students in grades 3-8 from one school district will then submit their backyard observations of Orion's limiting magnitude to the 2009 Globe at Night star hunt while small student teams concurrently quantify sky glow from each schoolyard with hand-held meters. After mapping their results and having classroom discussions, students will present their findings to the School Board. Material compiled and created for the program will be available for other dark sky advocates at www.LetThereBeNight.com, while large digital files will be distributed on disk through two planetarium associations. A 2008 Toyota TAPESTRY grant has enticed significant professional support, additional funding, and in-kind contributions.
Space Mysteries: Making Science and Astronomy Learning Fun
NASA Astrophysics Data System (ADS)
Plait, P.; Tim, G.; Cominsky, L.
2001-12-01
How do you get and keep a student's attention during class? Make learning fun! Using a game to teach students ensures that they have fun, enjoy the lesson and remember it. We have developed a series of interactive web and CD based games called "Space Mysteries" to teach students math, physics and astronomy. Using real NASA data, the students must find out Who (or What) dunit in an engaging astronomy mystery. The games include video interviews with famous scientists, actors playing roles who give clues to the solution, and even a few blind alleys and red herrings. The first three games are currently online in beta release at http://mystery.sonoma.edu.
A Study of the Correlation between Computer Games and Adolescent Behavioral Problems.
Shokouhi-Moqhaddam, Solmaz; Khezri-Moghadam, Noshiravan; Javanmard, Zeinab; Sarmadi-Ansar, Hassan; Aminaee, Mehran; Shokouhi-Moqhaddam, Majid; Zivari-Rahman, Mahmoud
2013-01-01
Today, due to developing communicative technologies, computer games and other audio-visual media as social phenomena, are very attractive and have a great effect on children and adolescents. The increasing popularity of these games among children and adolescents results in the public uncertainties about plausible harmful effects of these games. This study aimed to investigate the correlation between computer games and behavioral problems on male guidance school students. This was a descriptive-correlative study on 384 randomly chosen male guidance school students. They were asked to answer the researcher's questionnaire about computer games and Achenbach's Youth Self-Report (YSR). The Results of this study indicated that there was about 95% direct significant correlation between the amount of playing games among adolescents and anxiety/depression, withdrawn/depression, rule-breaking behaviors, aggression, and social problems. However, there was no statistically significant correlation between the amount of computer game usage and physical complaints, thinking problems, and attention problems. In addition, there was a significant correlation between the students' place of living and their parents' job, and using computer games. Computer games lead to anxiety, depression, withdrawal, rule-breaking behavior, aggression, and social problems in adolescents.
Effect of computer game playing on baseline laparoscopic simulator skills.
Halvorsen, Fredrik H; Cvancarova, Milada; Fosse, Erik; Mjåland, Odd
2013-08-01
Studies examining the possible association between computer game playing and laparoscopic performance in general have yielded conflicting results and neither has a relationship between computer game playing and baseline performance on laparoscopic simulators been established. The aim of this study was to examine the possible association between previous and present computer game playing and baseline performance on a virtual reality laparoscopic performance in a sample of potential future medical students. The participating students completed a questionnaire covering the weekly amount and type of computer game playing activity during the previous year and 3 years ago. They then performed 2 repetitions of 2 tasks ("gallbladder dissection" and "traverse tube") on a virtual reality laparoscopic simulator. Performance on the simulator were then analyzed for association to their computer game experience. Local high school, Norway. Forty-eight students from 2 high school classes volunteered to participate in the study. No association between prior and present computer game playing and baseline performance was found. The results were similar both for prior and present action game playing and prior and present computer game playing in general. Our results indicate that prior and present computer game playing may not affect baseline performance in a virtual reality simulator.
Are Serious Games a Good Strategy for Pharmacy Education?
Cain, Jeff
2015-01-01
Serious gaming is the use of game principles for the purposes of learning, skill acquisition, and training. Higher education is beginning to incorporate serious gaming into curricula, and health professions education is the most common area for serious game use. Advantages of serious gaming in pharmacy education include authentic, situated learning without risk of patient consequences, collaborative learning, ability to challenge students of all performance levels, high student motivation with increased time on task, immediate feedback, ability to learn from mistakes without becoming discouraged, and potential for behavior and attitude change. Development of quality games for pharmacy education requires content expertise as well as expertise in the science and design of gaming. When well done, serious gaming provides a valuable additional tool for pharmacy education. PMID:26089556
Fermilab Education Office Registration
Games Ever! Your Own!, Science Adventure Students July 9-13, 2018 The Forces are with You!, Science Adventure Students July 14, 2018 Games, Magic and the Brain, Science Adventure Students July 15, 2018 Get to
Fonseca, Luciana Mara Monti; Aredes, Natália Del' Angelo; Dias, Danielle Monteiro Vilela; Scochi, Carmen Gracinda Silvan; Martins, José Carlos Amado; Rodrigues, Manuel Alves
2015-01-01
To evaluate students opinion regarding e-Baby educational technology. Exploratory descriptive study in which participated a sample composed of 14 nursing Portuguese students that used e-Baby digital educational technology in an extracurricular course. To achieve the aim of the study, the data collection was realized through an opinion instrument in Likert scale including the possibility of commentaries by students. Is was also collected data of participants' characterization. Students made very satisfactory evaluations regarding the game e-Baby, varying since usability acceptation through suggestions of expansion of the game to other nursing themes. Serious game e-Baby can be considered a didactic innovation and motivator tool of learning. Besides, it demonstrates have adequate interface in design and educative function aspects, evocating intense interaction between user and computational tool.
Road to White House Activities.
ERIC Educational Resources Information Center
Curl, Maralyn
Intermediate grade teachers are provided with 14 presidential election learning activities which introduce students to the different stages of the campaign process, past presidents, and the two-party system. Students participate in a presidential facts game, an election vocabulary game, a word search, and a matching game; create campaign slogans…
The Remedial Effect of a Biological Learning Game.
ERIC Educational Resources Information Center
Blum, Abraham
1979-01-01
Investigates the effectiveness of a structured learning game in overcoming learning difficulties encountered by Israeli students when studying the life cycles of fungi because of lack of structural conceptualization. The Fungi Life Cycle Game (FLCG) was used by undergraduate students enrolled in a phytopathology course. (HM)
Männikkö, Niko; Ruotsalainen, Heidi; Demetrovics, Zsolt; Lopez-Fernandez, Olatz; Myllymäki, Laura; Miettunen, Jouko; Kääriäinen, Maria
2017-09-14
Multiplatform digital media use and gaming have been increased in recent years. The aim of this study was to examine associations between sociodemographics and digital gaming behavior characteristics (i.e., gaming time, medium, and genres) with problematic gaming behavior in adolescents. A convenience sample of Finnish junior high school students (n = 560; mean age 14 years, ranging from 12 to 16 years) participated in the cross-sectional survey, of which, 83% (n = 465) reported having played digital games regularly. Sociodemographic data, different forms of digital media use, gaming behavior characteristics and problematic gaming behavior was assessed. Study participants spent on average one hour per day playing digital games; casual games (23.9%), shooting games (19.8%), and sport games (12.9%), were the most popular games among participants. By using regression analysis, a blended family structure and gaming time related positively to problematic gaming behavior. Preferences for game genres such as solo, Massively Multiplayer Online Role-Playing and strategy-management games were also positively associated with problematic use of digital games. These findings provide knowledge that can be utilized in the prevention of the possible negative consequences of digital gaming.
Using game format to teach psychopharmacology to medical students.
Shiroma, Paulo R; Massa, Alfredo A; Alarcon, Renato D
2011-01-01
Most psychiatric programs provide lectures on basic principles of psychopharmacology. Yet, this traditional approach has been criticized due to excessive information and passive transfer of expert knowledge. An alternative teaching method is the use of "academic games." To investigate medical students' acquisition of knowledge on psychopharmacology, and their perception of a game playing approach compared to traditional lectures. Two senior residents designed, implemented, and executed a randomized pretest-posttest study to teach psychopharmacology, using an academic game and a lecture format, to third-year medical students during a 6-week Psychiatry clerkship. Both didactic interventions were delivered concurrently for five consecutive weeks covering five psychopharmacology modules: antidepressants I (selective serotonin reuptake inhibitors and atypical antidepressants), antidepressants II (monoamine oxidase inhibitors and tricyclic antidepressants), mood stabilizers, antipsychotics, and anti-anxiety agents/sedatives/hypnotics. The game follows similar rules of the famous TV show, "Jeopardy" using a power point grid and a multiple choice question format. Forty-three medical students participated (29 assigned to the game approach, 14 to the traditional lecture approach). None of the demographic variables (age, gender, years after graduation, Graduate Point Averages, and United States Medical Licensing Examination 1) were significantly associated with the pre/posttest score difference between groups. Both groups improved their knowledge on psychotropic drugs [(game group t = 10.86, p < 0.001); control t = 4.82, p < 0.001)] throughout the 6-week Psychiatry rotation. Students in the game group had a better perception of this educational method as measured by perceived enjoyment, increased knowledge of psychopharmacology, and stimulating interest in the subject compared to those in the lecture group (p < 0.05). Teaching psychopharmacology in medical students by using academic games can make the learning experience more enjoyable and motivating; however, future studies with higher quality methodology and design are needed to determine the role of educational games in acquiring new psychopharmacological knowledge.
Experimental classroom games: a didactic tool in palliative care.
Alonso, Ana Isabel López; Martínez, Maria Elena Fernández; Presa, Cristina Liébana; Casares, Ana Maria Vázquez; González, Maria Paz Castro
2018-01-01
Objective To evaluate the effect of a games-based intervention on palliative care nursing students' scores on the Collett-Lester Fear of Death Scale. The challenge was to innovate and integrate grief-related theory and experiences into the classroom. Method Quasi-experimental study. Before and after the games-based intervention, 101 and 111 students completed the questionnaires, respectively. The intervention was performed in the context of a palliative care class taught during the first semester of the third year of the nursing programme. Results The students obtained moderate mean scores on the variable fear of death (between 14 and 19) at both time points (pre- and post-intervention). Both men and women indicated a heightened sense of fear post-intervention and a decrease in self-perceived emotional preparedness, which support the value of the games for exposing the student to situations that closely approximated reality. Conclusion The use of games as a didactic tool in the classroom context helped the students recognize the fear generated by proximity to death in the patient and family and in the student him- or herself.
Su, TzuFen; Lin, Shu-Hua
2014-01-01
This study was conducted in an attempt to investigate the effectiveness of an educational card game we developed for learning human immunology. Two semesters of evaluation were included to examine the impact of the game on students’ understanding and perceptions of the game-based instruction. Ninety-nine senior high school students (11th graders) were recruited for the first evaluation, and the second-semester group consisted of 72 students (also 11th graders). The results obtained indicate that students did learn from the educational card game. Moreover, students who learned from playing the game significantly outperformed their counterparts in terms of their understanding of the processes and connections among different lines of immunological defense (first semester: t = 2.92, p < 0.01; second semester: t = 3.45, p < 0.01) according to the qualitative analysis of an open-ended question. They generally had positive perceptions toward the game-based instruction and its learning efficiency, and they felt the game-based instruction was much more interesting than traditional didactic lectures (first semester: t = 2.79, p < 0.01; second semester: t = 2.41, p < 0.05). This finding is evidence that the educational card game has potential to facilitate students’ learning of how the immune system works. The implications and suggestions for future work are further discussed. PMID:25185233
Hone, Liana S E; McCullough, Michael
2015-05-14
Drinking games are a risk factor for behavioral and health problems among university students. Previous cross-sectional research by Hone, Carter, and McCullough (2013) replicated well-established sex differences in drinking game behaviors (i.e., that men are more active drinking game participants than are women) and university drinking problems more generally. Hone et al. (2013) also found that these male-specific behavioral patterns are attributable in part to the fact that men's generally unrestricted sexual strategies, plus their social competitiveness, motivate them to participate in drinking games to display their fortitude and compete with same-sex rivals. Here, the authors conducted a study to evaluate with greater causal rigor whether sex differences in sexual restrictedness and social competitiveness-and sex differences in motivations for participating in drinking games in particular-are partially responsible for the sex differences in university students' drinking game behaviors and drinking problems. Sex differences in changes in frequency of drinking game participation were partially mediated by competitive motivations for participating in drinking games and by the effects of social competitiveness on competitive drinking game motivation. These findings lend additional support to the proposition that participation in drinking games is motivated in part by their suitability as a venue for sexual competition in university students' day-to-day lives.
Bragg, Heather R; Towle Millard, Heather A; Millard, Ralph P; Constable, Peter D; Freeman, Lyn J
2016-06-15
OBJECTIVE To determine whether gender or interest in pursuing specialty certification in internal medicine or surgery was associated with video-gaming, 3-D spatial analysis, or entry-level laparoscopic skills in third-year veterinary students. DESIGN Cross-sectional study. SAMPLE A convenience sample of 68 (42 female and 26 male) third-year veterinary students. PROCEDURES Participants completed a survey asking about their interest in pursuing specialty certification in internal medicine or surgery. Subsequently, participants' entry-level laparoscopic skills were assessed with 3 procedures performed in box trainers, their video-gaming skills were tested with 3 video games, and their 3-D spatial analysis skills were evaluated with the Purdue University Visualization of Rotations Spatial Test. Scores were assigned for laparoscopic, video-gaming, and 3-D spatial analysis skills. RESULTS Significantly more female than male students were interested in pursuing specialty certification in internal medicine (23/42 vs 7/26), and significantly more male than female students were interested in pursuing specialty certification in surgery (19/26 vs 19/42). Males had significantly higher video-gaming skills scores than did females, but spatial analysis and laparoscopic skills scores did not differ between males and females. Students interested in pursuing specialty certification in surgery had higher video-gaming and spatial analysis skills scores than did students interested in pursuing specialty certification in internal medicine, but laparoscopic skills scores did not differ between these 2 groups. CONCLUSIONS AND CLINICAL RELEVANCE For this group of students, neither gender nor interest in specialty certification in internal medicine versus surgery was associated with entry-level laparoscopy skills.
Effects of online games on student performance in undergraduate physics
NASA Astrophysics Data System (ADS)
Sadiq, Irfan
The present state of physics teaching and learning is a reflection of the difficulty of the subject matter which has resulted in students' low motivation toward physics as well as lack of meaningful and deeper learning experiences. In light of an overall decline in interest in physics, an investigation of alternate teaching and learning methods and tools was appropriate. The research posed the following question: To what extent do online games about kinematics and two-dimensional motion impact student performance in undergraduate general physics as measured by a unit posttest? Two intact classes of 20 students each were randomly assigned to either the experimental group or the control group. Only the experimental group received the treatment of using online games. The duration of topics covered in the game content was identical to the lecture on kinematics and two-dimensional motion. Instructors for the experimental group incorporated online games in their regular classroom teaching, whereas those in the control group continued with their previously used curriculum without games. This study was conducted in three weekly sessions. Although students were not selected using random sampling, existing classes were randomly assigned to either the experimental group or the control group. There were 20 students in the experimental group and 20 students in the control group. The independent samples t test was conducted to compare the means of two independently sampled experimental and control groups. Analysis of covariance (ANCOVA) was used to determine if the two groups were significantly different with regard to their general physics performance on the posttest while controlling for the pretest scores. Analysis of posttest and pretest scores revealed that game-based learning did not significantly impact student performance.
ERIC Educational Resources Information Center
Folta, Elizabeth Eason
2010-01-01
In an effort to get children back outdoors and exploring the natural environment, a Modular Serious Educational Game (mSEG), Red Wolf Caper, was created as part of a design-based research study. Red Wolf Caper uses a combination of an augmented reality (AR) game and a serious educational game (SEG) to capture the students' interest in the natural…
ERIC Educational Resources Information Center
Kerr, Deirdre Song
2014-01-01
Educational video games have the potential to be used as assessments of student understanding of complex concepts. However, the interpretation of the rich stream of complex data that results from the tracking of in-game actions is so difficult that it is one of the most serious blockades to the use of educational video games or simulations to…
Learning with touchscreen devices: game strategies to improve geometric thinking
NASA Astrophysics Data System (ADS)
Soldano, Carlotta; Arzarello, Ferdinando
2016-03-01
The aim of this paper is to reflect on the importance of the students' game-strategic thinking during the development of mathematical activities. In particular, we hypothesise that this type of thinking helps students in the construction of logical links between concepts during the "argumentation phase" of the proving process. The theoretical background of our study lies in the works of J. Hintikka, a Finnish logician, who developed a new type of logic, based on game theory, called the logic of inquiry. In order to experiment with this new approach to the teaching and learning of mathematics, we have prepared five game-activities based on geometric theorems in which two players play against each other in a multi-touch dynamic geometric environment (DGE). In this paper, we present the design of the first game-activity and the relationship between it and the logic of inquiry. Then, adopting the theoretical framework of the instrumental genesis by Vérillon and Rabardel (EJPE 10: 77-101, 1995), we will present and analyse significant actions and dialogues developed by students while they are solving the game. We focus on the presence of a particular way of playing the game introduced by the students, the "reflected game", and highlight its functions for the development of the task.
ERIC Educational Resources Information Center
Bakker, Marjoke; van den Heuvel-Panhuizen, Marja; Robitzsch, Alexander
2016-01-01
This study examined the effects of a teacher-delivered intervention with online mathematics mini-games on special education students' multiplicative reasoning ability (multiplication and division). The games involved declarative, procedural, as well as conceptual knowledge of multiplicative relations, and were accompanied with teacher-led lessons…
Video Games to Reading: Reaching out to Reluctant Readers
ERIC Educational Resources Information Center
Jolley, Kristie
2008-01-01
Junior high school teacher Kristie Jolley believes students become more willing and motivated to practice reading strategies when they are "comfortable within their realm of literacy." Background knowledge of video games helps students succeed in understanding and enjoying game-based texts, which she incorporates into her classroom library as…
ERIC Educational Resources Information Center
Haskvitz, Alan; And Others
1994-01-01
Several activities to help teachers focus students' attention on learning at the end of the year include quiz games, mystery boxes, map games, videotapes, gift making, author birthday parties, yard sales, ice cream science, and summer safety activities. Younger students can create murals, play editing games, and enjoy special ceremonies. (SM)
Nontraditional Games in a Foreign Environment.
ERIC Educational Resources Information Center
Cross, Thomas S.
A study investigated students' reactions to the addition of nontraditional games (played in and traditional to another country) to the physical education curriculum. Seventh grade students in Australia were introduced to game development, skills, and present status of two sports, 'Midget' Hockey, a modified version of Canadian ice hockey, and…
Maths Games: A Universal Design Approach to Mathematical Reasoning
ERIC Educational Resources Information Center
Buchheister, Kelley; Jackson, Christa; Taylor, Cynthia E.
2017-01-01
Providing students with an opportunity to explore mathematical content through games allows teachers to include tasks that: (1) present alternative representations of the content; (2) welcome various expressions of mathematical reasoning; and (3) incorporate variations that empower all students to engage in the problem solving process. Games not…
Geriatrix: A Role-Playing Game.
ERIC Educational Resources Information Center
Hoffman, Stephanie B.; And Others
1985-01-01
To sensitize medical students to the complexities of geriatric patient care, the geriatrics faculty of Upstate Medical Center's Clinical Campus developed Geriatrix, a role-playing game. Students attempt to win points in a board game containing Fact, Concept, and Crisis Squares. Crises promote exposure to ethical dilemmas and invite intense debate…
Games in Instruction Leading To Environmentally Responsible Behavior.
ERIC Educational Resources Information Center
Hewitt, Patricia
1997-01-01
Focuses on instructional games designed to teach about environmental topics such as wetlands, pollution, endangered species, population, energy, and individual effects on the environment. Fourth-, fifth-, and sixth-grade students (N=295) were tested, and significant results were found between students who played four games and those who did not…
Online and Offline Gaming Social Preferences of Students
ERIC Educational Resources Information Center
Shaffer, Jeannette R.
2012-01-01
The objective of this study was to examine the relationship between the self-reported demographic characteristics of high school students that play games online and their social preferences when playing offline and online. Adolescents are using communication tools while playing games to meet new people, learn new strategies, and maintain…
ERIC Educational Resources Information Center
Marek, Edmund; Howell, Beverly
2006-01-01
In this article, the authors present a classic playground game called "Sharks and Fishes" to introduce second- to fourth-grade students to the concept of "predation," or the relationships between a predator and its prey. By incorporating the game in a learning cycle on predation, students not only learn about predation in a memorable way, but they…
Serious Games: Incorporating Video Games in the Classroom
ERIC Educational Resources Information Center
Annetta, Leonard A.; Murray, Marshall R.; Laird, Shelby Gull; Bohr, Stephanie C.; Park, John C.
2006-01-01
Technological advances in the new millennium may evoke disquiet among administrators and teachers taxed with understanding how to harness new capabilities and merge them with sound pedagogy. To understand how gaming might bridge the gap between student interest and how lessons are taught, graduate students in science education at North Carolina…
Fifteen: Combining Magic Squares and Tic-Tac-Toe
ERIC Educational Resources Information Center
Yeo, Joseph B. W.
2012-01-01
Most students love to play games. Ernest (1986) believed that games could be used to teach mathematics effectively in four areas: motivation, concept development, reinforcement of skills, and practice of problem-solving strategies. Fifteen is an interesting and thought-provoking game that helps students learn mathematics at the same time. Playing…
Dynamic Bayesian Network Modeling of Game Based Diagnostic Assessments. CRESST Report 837
ERIC Educational Resources Information Center
Levy, Roy
2014-01-01
Digital games offer an appealing environment for assessing student proficiencies, including skills and misconceptions in a diagnostic setting. This paper proposes a dynamic Bayesian network modeling approach for observations of student performance from an educational video game. A Bayesian approach to model construction, calibration, and use in…
Using Game Elements to Increase Student Engagement in Course Assignments
ERIC Educational Resources Information Center
Armier, David Des, Jr.; Shepherd, Craig E.; Skrabut, Stan
2016-01-01
Gamification incorporates game-elements in non-gaming situations to enhance student engagement and desired behavior. This study examined participant's willingness to take part in gamified activities where reward systems were not directly tied to course grades. Participants enrolled in a technology integration course for preservice teachers, were…
Interactive Video Games in Physical Education
ERIC Educational Resources Information Center
Trout, Josh; Christie, Brett
2007-01-01
As the obesity epidemic in the United States spreads among children and teenagers, due in part to sedentary lifestyles, some physical education programs are using interactive video games to keep students engaged in physical activity. These innovative games make physical activity fun and challenging for both high- and low-skilled students. Although…
Gaming the Classroom Viewing Learning through the Lens Self Determination Theory
ERIC Educational Resources Information Center
Szymanski, Antonia; Benus, Matthew
2015-01-01
Educators, designers and curriculum creators are interested in developing educational experiences that replicate the fun aspect of video games to increase student intrinsic motivation. This aspect, which compels players to engage with the game and persist despite failing, has the potential to increase student academic success. Researchers used…
How Games are Designed to Increase Students’ Motivation in Learning Physics? A Literature Review
NASA Astrophysics Data System (ADS)
Tinedi, V.; Yohandri, Y.; Djamas, D.
2018-04-01
Game is a promising tool to help students in understanding physics concept. It can motivate and provide the opportunities for students to become independent in learning. In order to fulfil these functions, games should be carefully designed. Thus, the objective of this paper is to present how games are designed to increase students’ motivation in learning physics based on several literature reviews. The results showed that there are several ways to increase students’ motivation in learning physics and to achieve that, game dimensions are needed to be considered when designing a game. This literature review may have useful to assist teachers and contribute in improving the design of games.
NASA Astrophysics Data System (ADS)
Folta, Elizabeth Eason
In an effort to get children back outdoors and exploring the natural environment, a Modular Serious Educational Game (mSEG), Red Wolf Caper, was created as part of a design-based research study. Red Wolf Caper uses a combination of an augmented reality (AR) game and a serious educational game (SEG) to capture the students' interest in the natural world around them. The game is set around a mystery in which red wolves in eastern North Carolina are being poisoned. The students are asked to portray the role of a wildlife biologist, botanist, or entomologist, whose job it is to determine who is poisoning the red wolves. MSEG are a new form of SEG that is divided into components or modules. Each module has to be completed before the player can move on to the next module. A module can take on any format, but must encompass the storyline of the game and end in an assessment. The study focused on three research questions. How would students improve the Red Wolf Caper mSEG? Do mSEG affect students' understanding in environmental education concepts, specifically, collecting, evaluating, and developing an explanation for data they collected in the game and knowledge of environmental systems and biological and social implications for the reintroduction of a species? Which role within the mSEG do the students choose and what is their reasoning behind choosing that particular role? The game was tested by 81 middle school students during six sessions in June 2010. The study participants played the game and participated in design sessions. In addition, they were given a 5-question pretest/ posttest, role selection survey, and Serious Educational Game Rubric (SEGR). They were asked to develop a hypothesis and provide evidence to support their hypothesis. Finally, they were asked to write a letter to a local in judge explaining the importance of the red wolf reintroduction project. Twenty-three students were selected to participate in interviews to determine how to improve the game and why they chose the role they did. The mean student score for the SEGR was 18.13 out of 28. Five categories in particular stood out as needing improvement: rules, increasing complexity, manipulation, identity, and tutorial/ practice level. Sixty-nine completed pretests/posttests final scores were analyzed using a paired t-test ( p = 0.000046). The letters to the judge showed that study participants understood scientific concepts and were able to apply them to real world settings that were only portrayed briefly in the game, such as the food chain. Study participants chose to play one of three roles: a wildlife biologist ( n = 64), an entomologist (n = 10), and a botanist (n = 6). Their reason behind choosing a role included interest in learning more about the topic or the profession, a previous positive experience in that field, thought the role sounded fun or exciting, the role was better than the alternatives, or misunderstood the role. The experience overall was positive for the participants. They felt they learned how to identify tracks, scat, trees, and invertebrates depending on the role they played. The AR field tests were one of their favorite parts about the game. Only one student expressed that they did not like the game, while the others not only enjoyed playing the game, but felt that is was a good educational tool. This study explores only one possibility of how mSEGs can be used in education.
Klisch, Yvonne; Miller, Leslie M; Wang, Shu; Epstein, Joel
2012-04-01
This study investigated the knowledge gains and attitude shifts attributable to a unique online science education game, Uncommon Scents. The game was developed to teach middle school students about the biological consequences of exposure to toxic chemicals in an environmental science context, as well as the risks associated with abusing these chemicals as inhalants. Middle school students ( n = 444) grades six through eight participated in the study consisting of a pre-test, three game-play sessions, and a delayed post-test. After playing the game, students demonstrated significant gains in science content knowledge, with game usability ratings emerging as the strongest predictor of post-test content knowledge scores. The intervention also resulted in a shift to more negative attitudes toward inhalants, with the most negative shift occurring among eighth grade students and post-test knowledge gains as the strongest predictor of attitude change across all grade levels. These findings suggest that the environmental science approach used in Uncommon Scents is an efficacious strategy for delivering both basic science content and influencing perceived harm relating to the inhalation of toxic chemicals from common household products.
Zamani, Eshrat; Chashmi, Maliheh; Hedayati, Nasim
2009-01-01
This study aimed to investigate the effects of addiction to computer games on physical and mental health of students. The study population includes all students in the second year of public guidance schools in the city of Isfahan in the educational year of 2009-2010. The sample size includes 564 students selected by multiple steps stratified sampling. Dependent variables include general health in dimensions of physical health, anxiety and sleeplessness and impaired social functioning. Data were collected using General Health Questionnaire (GHQ-28) scale and a questionnaire on addiction to computer games. Pearson's correlation coefficient and structural model were used for data analysis. There was a significant positive correlation between students' computer games addiction and their physical and mental health in dimensions of physical health, anxiety and sleeplessness There was a significant negative relationship between addictions to computer games and impaired social functioning. The results of this study are in agreement with the findings of other studies around the world. As the results show, addiction to computer games affects various dimensions of health and increases physical problems, anxiety and depression, while decreases social functioning disorder.
Zamani, Eshrat; Chashmi, Maliheh; Hedayati, Nasim
2009-01-01
Background: This study aimed to investigate the effects of addiction to computer games on physical and mental health of students. Methods: The study population includes all students in the second year of public guidance schools in the city of Isfahan in the educational year of 2009-2010. The sample size includes 564 students selected by multiple steps stratified sampling. Dependent variables include general health in dimensions of physical health, anxiety and sleeplessness and impaired social functioning. Data were collected using General Health Questionnaire (GHQ-28) scale and a questionnaire on addiction to computer games. Pearson's correlation coefficient and structural model were used for data analysis. Findings: There was a significant positive correlation between students' computer games addiction and their physical and mental health in dimensions of physical health, anxiety and sleeplessness There was a significant negative relationship between addictions to computer games and impaired social functioning. Conclusion: The results of this study are in agreement with the findings of other studies around the world. As the results show, addiction to computer games affects various dimensions of health and increases physical problems, anxiety and depression, while decreases social functioning disorder. PMID:24494091
NASA Astrophysics Data System (ADS)
Klisch, Yvonne; Miller, Leslie M.; Wang, Shu; Epstein, Joel
2012-04-01
This study investigated the knowledge gains and attitude shifts attributable to a unique online science education game, Uncommon Scents. The game was developed to teach middle school students about the biological consequences of exposure to toxic chemicals in an environmental science context, as well as the risks associated with abusing these chemicals as inhalants. Middle school students (n = 444) grades six through eight participated in the study consisting of a pre-test, three game-play sessions, and a delayed post-test. After playing the game, students demonstrated significant gains in science content knowledge, with game usability ratings emerging as the strongest predictor of post-test content knowledge scores. The intervention also resulted in a shift to more negative attitudes toward inhalants, with the most negative shift occurring among eighth grade students and post-test knowledge gains as the strongest predictor of attitude change across all grade levels. These findings suggest that the environmental science approach used in Uncommon Scents is an efficacious strategy for delivering both basic science content and influencing perceived harm relating to the inhalation of toxic chemicals from common household products.
Let's Talk! ESL Students' Needs and Writing Centre Philosophy
ERIC Educational Resources Information Center
Moussu, Lucie
2013-01-01
When university/college faculty members believe that ESL students' writing skills are not equivalent to those of native speakers, they frequently send these ESL students to their institution's writing centres (WCs). However, this often results in frustration for WC staff, the students, and faculty members. This article first describes ESL…
General Chemistry Students' Goals for Chemistry Laboratory Coursework
ERIC Educational Resources Information Center
DeKorver, Brittland K.; Towns, Marcy H.
2015-01-01
Little research exists on college students' learning goals in chemistry, let alone specifically pertaining to laboratory coursework. Because students' learning goals are linked to achievement and dependent on context, research on students' goals in the laboratory context may lead to better understanding about the efficacy of lab curricula. This…
ERIC Educational Resources Information Center
MacArthur, Brenda L.; Villagran, Melinda M.
2015-01-01
This study examines students' motives for communicating with their instructors when the instructor exhibits inappropriate or unprofessional online behavior. To understand the relationship between what we call instructors' digital expectancy violations and students' motives for communicating with instructors, students' levels of task, social, and…
ERIC Educational Resources Information Center
Bell, Andrew John
Though many would like to see a de-emphasis on grades in American higher education, three major reasons prevent this: student motivation, student perception, and the nature of American society. Students need extrinsic motivation and grades are the most effective of all student motivational tools. In addition, as evaluation is always oriented…
ERIC Educational Resources Information Center
Svandova, Katerina
2014-01-01
The study investigated the common misconceptions of lower secondary school students regarding the concepts of photosynthesis and plant respiration. These are abstract concepts which are difficult to comprehend for adults let alone for lower secondary school students. Research of the students misconceptions are conducted worldwide. The researches…
Kim, Hyoun S; Hollingshead, Samantha; Wohl, Michael J A
2017-06-01
Social casino games are online gambling-like games found on social networking sites. They are initially free to play, however, players are encouraged to make micro-transactions (i.e., in-game purchases) for additional game credits or functionality. As a result, they generate billions of dollars in revenue. Yet, little is known as to who purchases virtual credits, let alone why. In the present research, we assessed whether there are individual differences (impulsivity, reward sensitivity, competitiveness, and problem gambling severity) between who is and who is not likely to make micro-transactions during social casino game play. Moreover, we examined possible motivations for making micro-transactions (e.g., extend play, win back lost credits) and whether the individual difference variables of interest predict reported motivation(s) for making micro-transactions. Results showed that social casino gamers who engaged in micro-transactions reported significantly higher levels of impulsivity, reward sensitivity and problem gambling severity, but not competitiveness. In terms of motivation to make micro-transactions, desire to extend play was endorsed most frequently, followed by a desire to access additional features, chasing lost credits, and to speed up play. Lastly, among participants who made micro-transactions, reward sensitivity predicted making micro-transactions to chase lost credits. These results suggest the personality make-up of social casino gamers is important to understand who is likely to make micro-transactions as well as their motivation to do so-information that could prove useful for regulation of the industry.
Building worlds and learning astronomy on Facebook
NASA Astrophysics Data System (ADS)
Harold, J. B.; Hines, D. C.
2013-12-01
James Harold (SSI), Dean Hines (STScI/SSI) and a team at the National Center for Interactive Learning at the Space Science Institute are developing an end-to-end stellar and planetary evolution game for the Facebook platform. Supported by NSF and NASA, and based in part on a prototype funded by STScI several years ago ('MyStar'), the game uses the 'sporadic play' model of games such as Farmville, where players might only take actions a few times a day, but continue playing for months. This framework is an excellent fit for teaching about the evolution of stars and planets. Players will select regions of the galaxy to build their stars and planets, and watch as the systems evolve in scaled real time (a million years to the minute). Massive stars will supernova within minutes, while lower mass stars like our sun will live for weeks, possibly evolving life before passing through a red giant stage and ending their lives as white dwarfs. In addition to allowing players to explore a variety of astronomy concepts (stellar lifecycles, habitable zones, the roles of giant worlds in creating habitable solar systems), the game also allows us to address specific misconceptions. For instance, the game's solar system visualization engine is being designed to confront common issues concerning orbital shapes and scales. 'Mini games' will also let players unlock advanced functionality, while allowing us to create activities focused on specific learning goals. This presentation will focus on the current state of the project as well as its overall goals, which include reaching a broad audience with basic astronomy concepts as well as current science results; exploring the potential of social, 'sporadic play' games in education; and determining if platforms such as Facebook allow us to reach significantly different demographics than are generally targeted by educational games.
Teaching engineering ethics using BLOCKS game.
Lau, Shiew Wei; Tan, Terence Peng Lian; Goh, Suk Meng
2013-09-01
The aim of this study was to investigate the use of a newly developed design game called BLOCKS to stimulate awareness of ethical responsibilities amongst engineering students. The design game was played by seventeen teams of chemical engineering students, with each team having to arrange pieces of colored paper to produce two letters each. Before the end of the game, additional constraints were introduced to the teams such that they faced similar ambiguity in the technical facts that the engineers involved in the Challenger disaster had faced prior to the space shuttle launch. At this stage, the teams had to decide whether to continue with their original design or to develop alternative solutions. After the teams had made their decisions, a video of the Challenger explosion was shown followed by a post-game discussion. The students' opinion on five Statements on ethics was tracked via a Five-Item Likert survey which was administered three times, before and after the ethical scenario was introduced, and after the video and post-game discussion. The results from this study indicated that the combination of the game and the real-life incident from the video had generally strengthened the students' opinions of the Statements.
NASA Astrophysics Data System (ADS)
Sanders, Veronica
This study implemented and evaluated gaming instruction as a professional development for science teachers at a Georgia high school. It was guided by four research questions that (a) assessed the impact of training in gaming instruction and evaluation of that training on science teachers' ability to use games; (b) examined evidence showing that science teachers used games; (c) assessed the impact of the implementation and subsequent evaluation of games-based training on how science teachers instruct their students; and (d) explored the use of change management principles to help teachers transition from traditional to gaming instruction. The study included a purposive sampling of 10 volunteer science teachers who received the professional development of training in gaming instruction and were observed as they used games to instruct their students. Quantitative data were collected from interviews, observations, and reviews of student assignments and teacher plans, and were statistically analyzed to answer the research questions. These same methods were used to obtain qualitative data, which were also analyzed to answer the research questions as well as to understand the meaning, beliefs and experience behind the numbers. Ultimately, data analysis revealed that the science teachers not only used gaming instruction but also that the training helped them to use gaming instruction and that they considered gaming instruction a viable instruction methodology. Finally, data analysis revealed that change management was successfully used in the study.
Yilmaz Soylu, Meryem; Bruning, Roger H
2016-01-01
This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne's model of self-regulation (Winne, 2001) guided the study. The main assumption of this study was that expert video game players used more processes of self-regulation than the less-expert players. We surveyed 143 college students about their game playing frequency, habits, and use of self-regulation. Data analysis indicated that while playing recreational video games, expert gamers self-regulated more than moderately expert and non-expert players and moderately expert players used more processes of self-regulation than non-experts. Semi-structured interviews also were conducted with selected participants at each of the expertise levels. Qualitative follow-up analyses revealed five themes: (1) characteristics of expert video gamers, (2) conditions for playing a video game, (3) figuring out a game, (4) how gamers act and, (5) game context. Overall, findings indicated that playing a video game is a highly self-regulated activity and that becoming an expert video game player mobilizes multiple sets of self-regulation related skills and processes. These findings are seen as promising for educators desiring to encourage student self-regulation, because they indicate the possibility of supporting students via recreational video games by recognizing that their play includes processes of self-regulation.
Yilmaz Soylu, Meryem; Bruning, Roger H.
2016-01-01
This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne's model of self-regulation (Winne, 2001) guided the study. The main assumption of this study was that expert video game players used more processes of self-regulation than the less-expert players. We surveyed 143 college students about their game playing frequency, habits, and use of self-regulation. Data analysis indicated that while playing recreational video games, expert gamers self-regulated more than moderately expert and non-expert players and moderately expert players used more processes of self-regulation than non-experts. Semi-structured interviews also were conducted with selected participants at each of the expertise levels. Qualitative follow-up analyses revealed five themes: (1) characteristics of expert video gamers, (2) conditions for playing a video game, (3) figuring out a game, (4) how gamers act and, (5) game context. Overall, findings indicated that playing a video game is a highly self-regulated activity and that becoming an expert video game player mobilizes multiple sets of self-regulation related skills and processes. These findings are seen as promising for educators desiring to encourage student self-regulation, because they indicate the possibility of supporting students via recreational video games by recognizing that their play includes processes of self-regulation. PMID:27729881
ERIC Educational Resources Information Center
Akcay, Behiye
2004-01-01
The chief purpose of this activity is to strengthen students' understanding of concepts of floatation such as surface area and pressure (weight per unit area) via snowshoes. Students brainstorm, make predictions, perform calculations, and practice communication skills through interviewing elders and experts. This activity lets students see the…
Our Student-Teacher Program Lets Us Spot Hot Faculty Prospects Early.
ERIC Educational Resources Information Center
Kolze, Richard C.
1988-01-01
A high school district in suburban Chicago recruits top quality teachers by emphasizing the importance of its student teaching program, committing extra time and resources to the program, and recruiting new staff members from the student teacher ranks. (MLF)
Three Studies on Drinking Game Behavior among College Students
ERIC Educational Resources Information Center
Cameron, Jennifer Marie
2010-01-01
The majority of college students consume alcohol. Some college students consume heavily and these abusive patterns of alcohol use can be associated with substantial negative consequences. Drinking game participation has increased in popularity among college students and is associated with high levels of alcohol consumption and an increased…
Digital Native Students: Gender Differences in Mathematics and Gaming
ERIC Educational Resources Information Center
Yong, Su-Ting
2017-01-01
The purpose of this study was to explore gender differences among digital native students in mathematics learning and gaming. A quantitative dominant mixed methods approach was employed in which quantitative surveys [174 students] and qualitative interviews [eight students, eight parents and six teachers] were administered concurrently. Data…
Spendency: Students' Propensity to Use System Currency
ERIC Educational Resources Information Center
Snow, Erica L.; Allen, Laura K.; Jackson, G. Tanner; McNamara, Danielle S.
2015-01-01
Using students' process data from the game-based Intelligent Tutoring System (ITS) iSTART-ME, the current study examines students' propensity to use system currency to unlock game-based features, (i.e., referred to here as "spendency"). This study examines how spendency relates to students' interaction preferences, in-system performance,…
Boctor, Lisa
2013-03-01
The majority of nursing students are kinesthetic learners, preferring a hands-on, active approach to education. Research shows that active-learning strategies can increase student learning and satisfaction. This study looks at the use of one active-learning strategy, a Jeopardy-style game, 'Nursopardy', to reinforce Fundamentals of Nursing material, aiding in students' preparation for a standardized final exam. The game was created keeping students varied learning styles and the NCLEX blueprint in mind. The blueprint was used to create 5 categories, with 26 total questions. Student survey results, using a five-point Likert scale showed that they did find this learning method enjoyable and beneficial to learning. More research is recommended regarding learning outcomes, when using active-learning strategies, such as games. Copyright © 2012 Elsevier Ltd. All rights reserved.
Learning about water resource sharing through game play
NASA Astrophysics Data System (ADS)
Ewen, Tracy; Seibert, Jan
2016-10-01
Games are an optimal way to teach about water resource sharing, as they allow real-world scenarios to be enacted. Both students and professionals learning about water resource management can benefit from playing games, through the process of understanding both the complexity of sharing of resources between different groups and decision outcomes. Here we address how games can be used to teach about water resource sharing, through both playing and developing water games. An evaluation of using the web-based game Irrigania in the classroom setting, supported by feedback from several educators who have used Irrigania to teach about the sustainable use of water resources, and decision making, at university and high school levels, finds Irrigania to be an effective and easy tool to incorporate into a curriculum. The development of two water games in a course for masters students in geography is also presented as a way to teach and communicate about water resource sharing. Through game development, students learned soft skills, including critical thinking, problem solving, team work, and time management, and overall the process was found to be an effective way to learn about water resource decision outcomes. This paper concludes with a discussion of learning outcomes from both playing and developing water games.
NASA Astrophysics Data System (ADS)
Kurkovsky, Stan
2013-06-01
Computer games have been accepted as an engaging and motivating tool in the computer science (CS) curriculum. However, designing and implementing a playable game is challenging, and is best done in advanced courses. Games for mobile devices, on the other hand, offer the advantage of being simpler and, thus, easier to program for lower level students. Learning context of mobile game development can be used to reinforce many core programming topics, such as loops, classes, and arrays. Furthermore, it can also be used to expose students in introductory computing courses to a wide range of advanced topics in order to illustrate that CS can be much more than coding. This paper describes the author's experience with using mobile game development projects in CS I and II, how these projects were integrated into existing courses at several universities, and the lessons learned from this experience.
College Drinking Games and Observed Consequences.
ERIC Educational Resources Information Center
Newman, Ian M.; Crawford, Janet K.
A study was done to examine the role of college student drinking games, the consequences of playing drinking games, and the motivational nuances involved in playing these games. A typology of drinking games is presented; it includes five categories: (1) consumption games (who can consume the most alcohol during a given event); (2) skill games (the…
An intercept study to measure the extent to which New Zealand university students pre-game.
Riordan, Benjamin C; Conner, Tamlin S; Flett, Jayde A M; Droste, Nic; Cody, Louise; Brookie, Kate L; Riordan, Jessica K; Scarf, Damian
2018-02-01
We aimed to quantify the degree to which students pre-gamed in New Zealand, using self-report and breathalysers. A total of 569 New Zealand undergraduate students were interviewed (men = 45.2%; first year = 81.4%) entering three university-run concerts. We asked participants to report how many drinks they had consumed, their self-reported intoxication and the duration of their pre-gaming session. We then recorded participants' Breath Alcohol Concentration (BrAC; µg/L) and the time they arrived at the event. The number of participants who reported consuming alcohol before the event was 504 (88.6%) and the number of standard drinks consumed was high (M=6.9; median=6.0). A total of 237 (41.7%) participants could not have their BrAC recorded due to having consumed alcohol ≤10 minutes before the interview. The remaining 332 participants (57.3%) recorded a mean BrAC of 288.8µg/L (median=280.0 µg/L). Gender, off-campus accommodation, length of pre-gaming drinking session, and time of arrival at the event were all associated with increased pre-gaming. Conclusion and implications for public health: Pre-gaming was the norm for students. Universities must take pre-gaming into account; policy implications include earlier start times of events and limiting students' access to alcohol prior to events. © 2017 The Authors.
It's Your Move: Offering Seminars to Teach Strategy Games.
ERIC Educational Resources Information Center
Moore, Rhonda Bodine
1994-01-01
Gifted elementary students at the Center for Gifted Education in Columbia, Missouri, participated in a seminar designed to teach them the fundamentals of chess and other strategy board games. Students learned that beginning chess is accessible to everyone, learned problem solving and concentration, and created their own strategy board games. (JDD)
ERIC Educational Resources Information Center
Woody, Tammy Lynn
2010-01-01
This study explored elementary school counselors' perceptions of working with students exposed to violent video games. Certified elementary school counselors participated in both an online survey and individual interviews, revealing their observations regarding elementary school children and the phenomenon of gaming. An emphasis was placed on…
A Stock-Market Game Using Mining Stocks for Economic-Geology Students.
ERIC Educational Resources Information Center
Mossman, David John
1988-01-01
Described is a game especially for senior economic geology students. The game challenges them to test their skills under present market conditions in an area of high consumer risk. Discussed are preparation and management of a portfolio, conducting research on various mining companies, and final accounting for results achieved in light of…
Using Communicative Games in Improving Students' Speaking Skills
ERIC Educational Resources Information Center
Dewi, Ratna Sari; Kultsum, Ummi; Armadi, Ari
2017-01-01
The aims of the study are to know whether communicative games have an impact on teaching speaking skill and describe how communicative games give an influence on speaking skills of students at junior high schools in Jakarta, Indonesia. Classroom Action Research (CAR) was implemented based on Kurt. L model. The procedures used were planning,…
Minding Your Own Small Business. Simulation Game 1.
ERIC Educational Resources Information Center
Athena Corp., Bethesda, MD.
Designed as an integral part of a one-semester course in small business ownership and management for high school students, this first of two simulation games is intended to be introduced after the students have received a general introduction to the principles of small business ownership and management. The game is divided into two…
Using Game-Based Learning to Foster Critical Thinking in Student Discourse
ERIC Educational Resources Information Center
Cicchino, Marc I.
2015-01-01
Previous research indicates the importance of student discourse in the construction of knowledge and the fostering of critical thinking skills, especially in the field of problem-based learning (PBL). Further, a growing body of research on game-based learning (GBL) draws parallels between playing certain types of games and the solving of…
Timing Game-Based Practice in a Reading Comprehension Strategy Tutor
ERIC Educational Resources Information Center
Jacovina, Matthew E.; Jackson, G. Tanner; Snow, Erica L.; McNamara, Danielle S.
2016-01-01
Game-based practice within Intelligent Tutoring Systems (ITSs) can be optimized by examining how properties of practice activities influence learning outcomes and motivation. In the current study, we manipulated when game-based practice was available to students. All students (n = 149) first completed lesson videos in iSTART-2, an ITS focusing on…
Stochastic Frontier Estimation of Efficient Learning in Video Games
ERIC Educational Resources Information Center
Hamlen, Karla R.
2012-01-01
Stochastic Frontier Regression Analysis was used to investigate strategies and skills that are associated with the minimization of time required to achieve proficiency in video games among students in grades four and five. Students self-reported their video game play habits, including strategies and skills used to become good at the video games…
ERIC Educational Resources Information Center
Jong, Morris S. Y.
2016-01-01
Our work is set against the backdrop of the pervasive discussion of harnessing online games to provide students with new constructivist learning opportunities. Upon the theoretical foundation, we have developed Virtual Interactive Student-Oriented Learning Environment (VISOLE), a teaching framework for implementing constructivist online game-based…
ERIC Educational Resources Information Center
Trespalacios, Jesus; Chamberlin, Barbara; Gallagher, Rachel R.
2011-01-01
In this content analysis study, researchers explored middle school students' preference for playing video games and the possible implications for learning environments. During two-week, summer sessions, learners played videos games and answered questions related to their preferences in different settings. Students' preferences and justifications…
"Snow Soup" Students Take on Animation Creation
ERIC Educational Resources Information Center
Nikirk, Martin
2009-01-01
This article describes the process of producing "Snow Soup"--the 2009 Adobe Flash animation produced by the Computer Game Development and Animation seniors of Washington County Technical High School in Hagerstown, Maryland, for libraries in their area. In addition to the Flash product, the students produced two related Game Maker games, a printed…
A Plug and Play Pathway Approach for Operations Management Games Development
ERIC Educational Resources Information Center
Tan, Kim Hua; Tse, Ying Kei; Chung, Pui Ling
2010-01-01
Many researchers have advocated the use of games (and simulations) to enhance students' learning. Research has shown that in order to promote a deeper understanding of material, students ought to be engaged with what they are doing. However, there are limited interactive games for classroom teaching, especially within the operations management…
Teaching Experience with a Housing and Land Speculation Game.
ERIC Educational Resources Information Center
Billings, R. Bruce; Agthe, Donald E.
The Housing and Land Speculation Game provides students in college microeconomics courses with an opportunity to learn about market adjustment toward equilibrium and investment strategy. Students are divided into a land tax only group and a land and property tax group. They analyze the market situation and determine game strategy in accordance…
An Exploratory Multiple Case Study about Using Game-Based Learning in STEM Classrooms
ERIC Educational Resources Information Center
Vu, Phu; Feinstein, Sheryl
2017-01-01
This exploratory multiple case study attempted to examine whether game-based learning activities had any impacts on students' academic performances and behaviors, and what perceptions the teachers had toward implementing games into their classrooms. Data used in this study included 101 students' pre and post-test scores, and four structured…
ERIC Educational Resources Information Center
Sung, Han-Yu; Hwang, Gwo-Jen
2018-01-01
Researchers have recognized the potential of educational computer games in improving students' learning engagement and outcomes; however, facilitating effective learning behaviors during the gaming process remains an important and challenging issue. In this paper, a collaborative knowledge construction strategy was incorporated into an educational…
A Sports Franchise Simulation Game
ERIC Educational Resources Information Center
Surdam, David G.
2009-01-01
Students in sports economics courses might better learn the basic concepts by running their own franchise. A simple game, based on the card game War, is easy and inexpensive to implement. Students quickly grasp the importance of weighing marginal benefits, both in terms of team record and marginal revenue, against the costs of improving their…
The Quark Box--A Particle Physics Game.
ERIC Educational Resources Information Center
Swedler, James A.
This game is designed to be used in junior and senior high school science classes with the purpose of introducing quark theory to students. This material expands on atomic theory and subatomic structure. Quarks are the fundamental building blocks of protons and neutrons. The game will teach students about the standard model of elementary…
Playing Games in Class Helps Students Grasp Math
ERIC Educational Resources Information Center
Cavanagh, Sean
2008-01-01
This article highlights the study which illustrates how an age-old board games that incorporate numbers and counting have led to better understanding of numbers by young students. Few family rituals have as fixed a place in the American household, and in the popular imagination, as board games, those impromptu or regularly scheduled contests…
Investigating Flow Experience and Scientific Practices during a Mobile Serious Educational Game
ERIC Educational Resources Information Center
Bressler, Denise M.; Bodzin, Alec M.
2016-01-01
Mobile serious educational games (SEGs) show promise for promoting scientific practices and high engagement. Researchers have quantified this engagement according to flow theory. This study investigated whether a mobile SEG promotes flow experience and scientific practices with eighth-grade urban students. Students playing the game (n = 59) were…
Learning Physics with Digital Game Simulations in Middle School Science
ERIC Educational Resources Information Center
Anderson, Janice L.; Barnett, Mike
2013-01-01
The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with middle school students. To this end, we explored the impact of using a game called "Supercharged!" on middle school students' understanding of electromagnetic concepts compared to students…
"Posterlet": A Game-Based Assessment of Children's Choices to Seek Feedback and to Revise
ERIC Educational Resources Information Center
Cutumisu, Maria; Blair, Kristen P.; Chin, Doris B.; Schwartz, Daniel L.
2015-01-01
We introduce one instance of a game-based assessment designed to measure students' self-regulated learning choices. We describe our overarching measurement strategy and we present "Posterlet", an assessment game in which students design posters and learn graphic design principles from feedback. We designed "Posterlet" to assess…
Digital Game's Impacts on Students' Learning Effectiveness of Correct Medication
ERIC Educational Resources Information Center
Shiue, Ya-Ming; Hsu, Yu-Chiung
2017-01-01
In recent years, considerable concern has arisen over the use of digital games as instructional tools in educational research. However, game-based learning not only enhances students' learning motivation and effectiveness, but also fosters knowledge transfer. Taiwanese people living in rural areas often receive health-related information through…
The Construction of an Online Competitive Game-Based Learning System for Junior High School Students
ERIC Educational Resources Information Center
Cheng, Yuh-Ming; Kuo, Sheng-Huang; Lou, Shi-Jer; Shih, Ru-Chu
2012-01-01
The purpose of this study aimed to construct an online competitive game-based learning system by using freeware for junior high school students and to assess its effectiveness. From the learning standpoints, game mechanisms including learning points, competition mechanism, training room mechanism, questioning & answering mechanism, tips, and…
PlayIt: Game Based Learning Approach for Teaching Programming Concepts
ERIC Educational Resources Information Center
Mathrani, Anuradha; Christian, Shelly; Ponder-Sutton, Agate
2016-01-01
This study demonstrates a game-based learning (GBL) approach to engage students in learning and enhance their programming skills. The paper gives a detailed narrative of how an educational game was mapped with the curriculum of a prescribed programming course in a computing diploma study programme. Two separate student cohorts were invited to…
Evaluation of a Web-Based Malaria Risk Reduction Game for Study Abroad Students
ERIC Educational Resources Information Center
Hartjes, Laurie B.; Baumann, Linda C.
2012-01-01
Objective: Compare feedback strategies in 3 versions of an educational game. Participants: Study abroad students (N = 482) participated by playing the game and completing pregame/postgame surveys January-March 2010. Methods: This study employed an experimental design. Primary outcome measures were knowledge gain, player satisfaction, and risk…
Engaging Students in the Library through Tabletop Gaming
ERIC Educational Resources Information Center
Alvarez, Vivian
2017-01-01
Besides being a social experience, tabletop games can serve as intrinsic educational tools that tap into students' needs and interests, inspiring them to find motivation in applying new knowledge to their academic work. Why? Because, as with school, every game has a very specific set of rules by which participants must abide. Experiences with…
Games and Web 2.0: A Winning Combination for Millennials
ERIC Educational Resources Information Center
Spiegelman, Marsha; Glass, Richard
2009-01-01
Gaming and social networking define the millennial student. This research focuses on an evolving collaboration between 2 faculty members of different disciplines who merged Web 2.0 and game scenarios to infuse research techniques as integral components of math/computer science courses. Blogs and wikis facilitated student-faculty interaction beyond…
Using Game Theory and the Bible to Build Critical Thinking Skills
ERIC Educational Resources Information Center
McCannon, Bryan C.
2007-01-01
The author describes a course designed to build the critical thinking skills of undergraduate economics students. The course introduces and uses game theory to study the Bible. Students gain experience using game theory to formalize events and, by drawing parallels between the Bible and common economic concepts, illustrate the pervasiveness of…
A comparison of naïve and sophisticated subject behavior with game theoretic predictions
McCabe, Kevin A.; Smith, Vernon L.
2000-01-01
We use an extensive form two-person game as the basis for two experiments designed to compare the behavior of two groups of subjects with each other and with the subgame perfect theoretical prediction in an anonymous interaction protocol. The two subject groups are undergraduates and advanced graduate students, the latter having studied economics and game theory. There is no difference in their choice behavior, and both groups depart substantially from game theoretic predictions. We also compare a subsample of the same graduate students with a typical undergraduate sample in an asset trading environment in which inexperienced undergraduates invariably produce substantial departures from the rational expectations prediction. In this way, we examine how robust are the results across two distinct anonymous interactive environments. In the constant sum trading game, the graduate students closely track the predictions of rational theory. Our interpretation is that the graduate student subjects' departure from subgame perfection to achieve cooperative outcomes in the two-person bargaining game is a consequence of a deliberate strategy and is not the result of error or inadequate learning. PMID:10725349
Yu, Hongsik; Cho, Jaehee
2016-11-01
We examined the prevalence rates of Internet gaming disorder among South Korean middle school students, the dominant symptoms of Internet gaming disorder, and the interrelationships between such disorder and non-psychotic psychological symptoms (ie, anxiety, depression, and impulsiveness) and with physical aggression. Data were collected from a national sample of 2024 students (70.3% gamers; 50.6% boys). Gaming disorder and prevalent symptoms were measured by the 9 diagnostic criteria proposed in DSM-5. Our results showed 5.9% of the sample (boys 10.4%, girls 1.2%) was classified as adolescents with gaming disorder. Meanwhile, 8% (boys 14.2%, girls 5.9%) of the sample was found to be at high risk of gaming disorder. The prevalent symptoms were mood modification, behavioral salience, conflict, withdrawal, and relapse, in that order. A total of 9.2%, 15.1%, and 10.9% of the adolescents with gaming disorder had non-psychotic psychological anxiety, depression, and impulsiveness symptoms, respectively. Nearly 11% of students with Internet gaming disorder had 2 non-psychotic psychological symptoms or more. These results provide supportive empirical evidence that Internet gaming disorder can lead to severe distress and that it can be associated with comorbid symptoms that are relevant to development or continuance of the gaming disorder.
NASA Astrophysics Data System (ADS)
Stewart, Phillip Michael, Jr.
Games in science education is emerging as a popular topic of scholarly inquiry. The National Research Council recently published a report detailing a research agenda for games and science education entitled Learning Science Through Computer Games and Simulations (2011). The report recommends moving beyond typical proof-of-concept studies into more exploratory and theoretically-based work to determine how best to integrate games into K-12 classrooms for learning , as well as how scaffolds from within the game and from outside the game (from peers and teachers) support the learning of applicable science. This study uses a mixed-methods, quasi-experimental design with an 8th grade class at an independent school in southern Connecticut to answer the following questions: 1. What is the nature of the supports for science content learning provided by the game, the peer, and the teacher, when the game is used in a classroom setting? 2. How do the learning gains in the peer support condition compare to the solo play condition, both qualitatively and quantitatively? The concept-integrated physics game SURGE (Scaffolding Understanding through Redesigning Games for Education) was selected for this study, as it was developed with an ear towards specific learning theories and prior work on student understandings of impulse, force, and vectors. Stimulated recall interviews and video observations served as the primary sources and major patterns emerged through the triangulation of data sources and qualitative analysis in the software QSR NVivo 9. The first pattern which emerged indicated that scaffolding from within the game and outside the game requires a pause in game action to be effective, unless that scaffolding is directly useful to the player in the moment of action. The second major pattern indicated that both amount and type of prior gaming experience has somewhat complex effects on both the uses of supports and learning outcomes. In general, a high correlation was found between students who were more successful navigating supports from the game, the teacher, and the peer and higher gain scores from pre- to posttest. However, students with a lot of prior game experience that found the game to be easy without much assistance did not do as well from pre- to posttest as they did not need as much assistance from the game to do well and therefore missed out on important physics connections to impulse, force, and vectors. However, those students with little prior game experience did not find game scaffolds as useful and did not do as well from pre- to posttest without significant teacher and peer support to bolster or supplant the game's intended scaffolding. Implications for educators, educational game designers, and games in science education researchers are presented. It is argued that teachers must find ways to extract those scaffolds from the game which are easy to miss or require failure to activate so that all students, even those who find the game easy, are exposed to the intended learning in the game. Ideally, game designers are encouraged to find new ways to present scaffolds such that players of any ability can benefit from the connections from the game to physics.
Are Kids Merely Marking Time at School?
ERIC Educational Resources Information Center
American School Board Journal, 1985
1985-01-01
Findings from three studies indicate that the average student is remarkably unquestioning and that the school day is fragmented. The "shopping mall" high school that lets students do their own choosing may be an abdication of the school's responsibility to advise and challenge every student. (MLF)
Serious games in the classroom: gauging student perceptions.
Kapralos, Bill; Cristancho, Sayra; Porte, Mark; Backstein, David; Monclou, Alex; Dubrowski, Adam
2011-01-01
Serious games, or video game-based technology applied to training, learning applications, provide a high fidelity simulation of particular environments and situations that focus on high level skills that are required in the field. Given the popularity of video games, particularly with today's generation of learners, and the growing trend of restricted resident work hours and diminished operating room exposure due to limited budgets increased case complexity and medicolegal concerns, serious games provide a cost-effective viable training option. To develop effective serious games, the views and perceptions of both the end users (learners) and educators regarding their use "in the classroom" must be assessed and accounted for. Here we present the results of a survey that was designed to assess students' perceptions of serious games.
ERIC Educational Resources Information Center
Haggard, Gary; Schonberger, Ann Koch
1977-01-01
The paper-and-pencil game "Tri" is described. The authors argue that students gain logical skills by playing the game, and that the game lends itself to the introduction of diverse mathematical ideas. (SD)
Physics and the New Games -- or Pretend You're an Atom.
ERIC Educational Resources Information Center
Edge, Ronald D.
1982-01-01
Describes several games in which physics principles are demonstrated using students. These include Pirates Treasure Game (vectors), Three-Meter Dash (kinematics), Knee-Bend Game (energy and power), Wave Game, Reaction Kinematics, Statics-People Pyramids, and games demonstrating nuclear reactions, collisions, electrons in a wire, close packing, and…
What? Not Another Picture Bingo Game.
ERIC Educational Resources Information Center
Gagne, Antoinette
1985-01-01
Describes a picture game for beginner level students of English as a second language. Describes the preparation of the master bingo card and explains the game rules. This game differs from other bingo games in that there is an increase in the complexity of linquistic terms practiced throughout the game. (SED)
ERIC Educational Resources Information Center
Oblinger, Diana G.
2006-01-01
From a very early age, people learn from games and play. Parents and preschool teachers use games to teach colors, numbers, names, and shapes; the process is drill and practice. Games engage everyone, capturing their attention. People willingly spend time on task. Although students in high school and college continue to play games, games rarely…
Validation of a Seven-Factor Structure for the Motives for Playing Drinking Games Measure.
Zamboanga, Byron L; Audley, Shannon; Olthuis, Janine V; Blumenthal, Heidemarie; Tomaso, Cara C; Bui, Ngoc; Borsari, Brian
2017-04-01
Playing drinking games can be characterized as a high-risk drinking activity because games are typically designed to promote heavy alcohol consumption. While research suggests that young adults are motivated to play drinking games for a variety of reasons (e.g., for thrills/fun, for the competition), the Motives for Playing Drinking Games measure has received limited empirical attention. We examined the psychometric properties of this measure with a confirmation sample of young adults recruited from Amazon's MTurk ( N = 1,809, ages 18-25 years, 47% men; 41% not currently enrolled in college) and a validation sample of college students ( N = 671; ages 18-23 years; 26% men). Contrary to the 8-factor model obtained by Johnson and Sheets in a study published in 2004, examination of the factor structure with our confirmation sample yielded a revised 7-factor model that was invariant across race/ethnicity and college student status. This model was also validated with the college student sample. In the confirmation sample, enhancement/thrills and sexual pursuit motives for playing drinking games were positively associated with gaming frequency/consumption and negative gaming consequences. Furthermore, conformity motives for playing drinking games were positively associated with negative gaming consequences, while competition motives were positively associated with gaming frequency. These findings have significant implications for research and prevention/intervention efforts.
Learning in a game-based virtual environment: a comparative evaluation in higher education
NASA Astrophysics Data System (ADS)
Mayer, Igor; Warmelink, Harald; Bekebrede, Geertje
2013-03-01
The authors define the requirements and a conceptual model for comparative evaluation research of simulation games and serious games (SGs) in a learning context. A first operationalisation of the model was used to comparatively evaluate a suite of 14 SGs on varying topics played between 2004 and 2009 in 13 institutes of higher education in the Netherlands. The questions in this research were: what is the perceived learning effectiveness of the games and what factors explain it? How can we comparatively evaluate games for learning? Data were gathered through pre- and post-game questionnaires among 1000 students, leading to 500 useful datasets and 230 complete datasets for analysis (factor analysis, scaling, t-test and correlation analysis) to give an explorative, structural model. The findings are discussed and a number of propositions for further research are formulated. The conclusion of the analysis is that the students' motivation and attitudes towards game-based learning before the game, their actual enjoyment, their efforts during the game and the quality of the facilitator/teacher are most strongly correlated with their learning satisfaction. The degree to which the experiences during the game were translated back into the underlying theories significantly determines the students' learning satisfaction. The quality of the virtual game environment did not matter so much. The authors reflect upon the general methodology used and offer suggestions for further research and development.
Using Off-the-Shelf Gaming Controllers For Computer Control in the K-12 Classroom
NASA Astrophysics Data System (ADS)
Bourgoin, N. L.; Withee, J.; Segee, M.; Birkel, S. D.; Albee, E.; Koons, P. O.; Zhu, Y.; Segee, B.
2009-12-01
In the classroom, the interaction between students, teachers, and datasets is becoming more game like. Software such as GoogleEarth allow students to interact with data on a more personal level; allowing them the dynamically change variables, move arbitrarily, and personalize their experience with the datasets. As this becomes more immersive, traditional software control such as keyboard and mouse begin to hold the student back in terms of intuitive interfacing with the data. This is a problem that has best been tackled by modern gaming systems such as the Wii, XBox 360, and Playstation 3 Systems. By utilizing the solutions given by these gaming systems, it is possible to further a students immersion with a system. Through an NSF ITEST (Information and Technology Experiences for Students and Teachers) grant, researchers at the University of Maine have experimented with using the game controller that is used for interacting with the Nintendo Wii (often called a Wiimote) with existing geodynamic systems in an effort to eases interaction with these systems. Since these game controllers operate using Bluetooth, a common protocol in computing, Wiimotes can easily communicate with existing laptop computers that are issued to Maine students. This paper describes the technical requirements, setup, and usage of Wiimotes as an input device to complex geodynamical systems for use in the K-12 classroom.
A serious game can be a valid method to train clinical decision-making in surgery.
Graafland, Maurits; Vollebergh, Maarten F; Lagarde, Sjoerd M; van Haperen, M; Bemelman, Willem A; Schijven, Marlies P
2014-12-01
A serious game was developed to train surgical residents in clinical decision-making regarding biliary tract disease. Serious or applied gaming is a novel educational approach to postgraduate training, combining training and assessment of clinical decision-making in a fun and challenging way. Although interest for serious games in medicine is rising, evidence on its validity is lacking. This study investigates face, content, and construct validity of this serious game. Experts structurally validated the game's medical content. Subsequently, 41 participants played the game. Decision scores and decision speed were compared among surgeons, surgical residents, interns, and medical students, determining the game's discriminatory ability between different levels of expertise. After playing, participants completed a questionnaire on the game's perceived realism and teaching ability. Surgeons solved more cases correctly (mean 77 %) than surgical residents (67 %), interns (60 %), master-degree students (50 %), and bachelor-degree students (39 % (p < 0.01). Trainees performed significantly better in their second play session than in the first (median 72 vs. 48 %, p = 0.00). Questionnaire results showed that educators and surgical trainees found the game both realistic and useful for surgical training. The majority perceived the game as fun (91.2 %), challenging (85.3 %), and would recommend the game to educate their colleagues (81.8 %). This serious game showed clear discriminatory ability between different levels of expertise in biliary tract disease management and clear teaching capability. It was perceived as appealing and realistic. Serious gaming has the potential to increase adherence to training programs in surgical residency training and medical school.
Gentile, Douglas A; Anderson, Craig A; Yukawa, Shintaro; Ihori, Nobuko; Saleem, Muniba; Ming, Lim Kam; Shibuya, Akiko; Liau, Albert K; Khoo, Angeline; Bushman, Brad J; Rowell Huesmann, L; Sakamoto, Akira
2009-06-01
Although dozens of studies have documented a relationship between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways should increase both short-term and long-term prosocial behaviors. We report three studies conducted in three countries with three age groups to test this hypothesis. In the correlational study, Singaporean middle-school students who played more prosocial games behaved more prosocially. In the two longitudinal samples of Japanese children and adolescents, prosocial game play predicted later increases in prosocial behavior. In the experimental study, U.S. undergraduates randomly assigned to play prosocial games behaved more prosocially toward another student. These similar results across different methodologies, ages, and cultures provide robust evidence of a prosocial game content effect, and they provide support for the General Learning Model.
Gentile, Douglas A.; Anderson, Craig A.; Yukawa, Shintaro; Ihori, Nobuko; Saleem, Muniba; Ming, Lim Kam; Shibuya, Akiko; Liau, Albert K.; Khoo, Angeline; Bushman, Brad J.; Huesmann, L. Rowell; Sakamoto, Akira
2009-01-01
Although dozens of studies have documented a relation between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways should increase both short-term and long-term prosocial behaviors. We report three studies conducted in three countries with three age groups to test this hypothesis. In the correlational study, Singaporean middle-school students who played more prosocial games behaved more prosocially. In the two longitudinal samples of Japanese children and adolescents, prosocial game play predicted later increases in prosocial behavior. In the experimental study, U.S. undergraduates randomly assigned to play prosocial games behaved more prosocially toward another student. These similar results across different methodologies, ages, and cultures provide robust evidence a prosocial game content effect, and provide support for the General Learning Model. PMID:19321812
ERIC Educational Resources Information Center
Walsh, Elizabeth Mary; McGowan, Veronica Cassone
2017-01-01
Science education trends promote student engagement in authentic knowledge in practice to tackle personally consequential problems. This study explored how partnering scientists and students on a social media platform supported students' development of disciplinary practice knowledge through practice-based learning with experts during two pilot…
Analysing Students' Interactions through Social Presence and Social Network Metrics
ERIC Educational Resources Information Center
Martins da Silva, Vanessa Cristina; Siqueira, Sean Wolfgand Matsui
2016-01-01
In online learning environments, tutors have several problems to carry out their activities, such as evaluating the student, knowing the right way to guide each student, promoting discussions, and knowing the right time to interact or let students build knowledge alone. We consider scenarios in which teaching and learning occurs in online social…
Primary School Students of 1980s' Turkey Remembering Their Teachers
ERIC Educational Resources Information Center
Saglam, Mehmet
2015-01-01
Primary school students of 1980s' Turkey remember their teachers in various aspects. Uncovering their reminiscences lets researchers see what factors become decisive in recontructing primary school teachers in the memories of their students. The priority of this paper is to discover the reasons why the 1980s primary school students remember their…
Launch Excitement with Water Rockets
ERIC Educational Resources Information Center
Sanchez, Juan Carlos; Penick, John
2007-01-01
Explosions and fires--these are what many students are waiting for in science classes. And when they do occur, students pay attention. While we can't entertain our students with continual mayhem, we can catch their attention and cater to their desires for excitement by saying, "Let's make rockets." In this activity, students make simple, reusable…
Using Alice 2.0 to Design Games for People with Stroke.
Proffitt, Rachel; Kelleher, Caitlin; Baum, M Carolyn; Engsberg, Jack
2012-08-01
Computer and videogames are gaining in popularity as rehabilitation tools. Unfortunately, most systems still require extensive programming/engineering knowledge to create, something that therapists, as novice programmers, do not possess. There is software designed to allow novice programmers to create storyboard and games through simple drag-and-drop formats; however, the applications for therapeutic game development have not been studied. The purpose of this study was to have an occupational therapy (OT) student with no prior computer programming experience learn how to create computer games for persons with stroke using Alice 2.0, a drag-and-drop editor, designed by Carnegie Mellon University (Pittsburgh, PA). The OT student learned how to use Alice 2.0 through a textbook, tutorials, and assistance from computer science students. She kept a journal of her process, detailing her successes and challenges. The OT student created three games for people with stroke using Alice 2.0. She found that although there were many supports in Alice for creating stories, it lacked critical pieces necessary for game design. Her recommendations for a future programming environment for therapists were that it (1) be efficient, (2) include basic game design pieces so therapists do not have to create them, (3) provide technical support, and (4) be simple. With the incorporation of these recommendations, a future programming environment for therapists will be an effective tool for therapeutic game development.
Are our textbooks too good to be good? Let students own their textbooks to own the skills
NASA Astrophysics Data System (ADS)
Tao, Xiuping
The two new yearlong high school courses, AP Physics 1 and 2, are equivalent to the two-semester algebra-based introductory Physics college course. The AP courses have more than 300 instruction hours, while the college course less than 100. This partially explains why college instructors always struggle to cover the important topics to not necessarily prepared students. To make it worse, many college students are not buying or reading textbooks and rely on instructors to get the course content. The fragmented reception is preventing students from getting a complete picture of the course. Not that there is a shortage of textbooks. There are many 1000-page tomes costing 200 or more, too good to be good. All the struggles contribute to U.S. students' relatively low STEM skills. I propose to let students own their books to own the skills. Students need much shorter (thus manageable) and much more affordable books, and they need to own it for good. Cross-culture comparison reveals that students learn better when they truly own their books (without planning to resell).
Junk-Time Junkies: An Emerging Addiction among Students.
ERIC Educational Resources Information Center
Soper, W. Barlow; Miller, Mark J.
1983-01-01
Discusses video games as an emerging addiction among students. Describes the appeal of the games, their impact on students, and measures passed in some cities to curb adolescent involvement. Counselors must be prepared to anticipate and ameliorate potentially negative side effects. (JAC)
The Effect of Cooperative Gaming Techniques on Teacher Confidence toward At-Risk Students.
ERIC Educational Resources Information Center
Barrington, Kyle D.
1995-01-01
Three groups of secondary school teachers received different types of training with regard to teaching at-risk students. Teachers who learned techniques of experiential cooperative gaming for use with at-risk students demonstrated an increase in self-confidence in dealing with at-risk students, while teachers who received only information…
Integrating Adaptive Games in Student-Centered Virtual Learning Environments
ERIC Educational Resources Information Center
del Blanco, Angel; Torrente, Javier; Moreno-Ger, Pablo; Fernandez-Manjon, Baltasar
2010-01-01
The increasing adoption of e-Learning technology is facing new challenges, such as how to produce student-centered systems that can be adapted to each student's needs. In this context, educational video games are proposed as an ideal medium to facilitate adaptation and tracking of students' performance for assessment purposes, but integrating the…
ERIC Educational Resources Information Center
Trinter, Christine P.; Brighton, Catherine M.; Moon, Tonya R.
2015-01-01
Primary grade students enter the mathematics classroom with a range of differences including students' mathematical readiness, mathematical conceptions, interests, and learning profiles. Addressing the learning needs of students is not a trivial task, but accounting for these needs is essential for supporting students as they continually work…