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Articles 1 - 30 of 68
Full-Text Articles in Education
Game-Based Learning: A Handbook For Chilean Elementary Efl Educators, Bernardita Maria Ramirez Larrain
Game-Based Learning: A Handbook For Chilean Elementary Efl Educators, Bernardita Maria Ramirez Larrain
Master's Projects and Capstones
English language learning in Chilean elementary schools presents a significant challenge. Despite mandatory English education since fifth grade, many students struggle to achieve high proficiency, highlighting the need for transformative interventions. The presented curricular design addresses this problem by integrating game-based activities to enhance listening and speaking skills in Chilean elementary schools. Titled "Level Up Language Learning: Transforming Chilean Elementary EFL Instruction with Game-Based Learning," the handbook offers customizable games aligned with the Chilean proposed curriculum, catering to individual learner needs and diverse learning styles. This approach aims to bridge the gap between theory and practice, empowering educators and improving …
Reading Fluency Intervention: The Impact Of Integrating Differentiated Instructional Strategies Into Small Group Instruction, Amaya Brodine
Reading Fluency Intervention: The Impact Of Integrating Differentiated Instructional Strategies Into Small Group Instruction, Amaya Brodine
Theses/Capstones/Creative Projects
This capstone project will report the effectiveness of three instructional strategies and two assessment strategies integrated into a 11-week reading fluency unit. These strategies were implemented in a small group setting with the goal of improving students’ automaticity reading scores. This small intervention group met four times a week for eleven weeks where students practiced choral reading, buddy reading, and game-based learning strategies. Throughout this reading intervention unit student data was gathered through triannual growth assessment, weekly progress monitoring, formal assessment strategies, and a final project. This capstone will also provide an overview of the data collection methods utilized through …
Investigating Division Quest: A Text-Based Adventure Narrative Game For Overcoming Difficulties Of Mitosis Learning, Amanda G. Conner
Investigating Division Quest: A Text-Based Adventure Narrative Game For Overcoming Difficulties Of Mitosis Learning, Amanda G. Conner
Electronic Theses and Dissertations
Mitosis learning is a source of struggle for many introductory biology students. Much of this difficulty stems from an overwhelming amount of terminology and moving pieces as well as the abstract nature of cellular processes. Game-based learning (GBL) has been used in other contexts to reduce cognitive load and provide relatable experiences upon which students can construct their mental models. However, commercial GBL is often expensive and difficult to align with individual instructor teaching preferences and learning objectives. In this study, we use a mixed methods approach to explore the use of a GBL tool made in Twine to overcome …
The Effect Of Gameplay On The Creative Self-Efficacy Of Educators In Hypothetical Classroom Management Situations, Weihsuan Lo, Erin C. Wachter, Chelsea R. Miller
The Effect Of Gameplay On The Creative Self-Efficacy Of Educators In Hypothetical Classroom Management Situations, Weihsuan Lo, Erin C. Wachter, Chelsea R. Miller
Journal of Educational Research and Innovation
In an ever-changing emotional, psychological, and physically developing world of education, it is important for educators to adapt creative skills to meet learners' needs. It is paramount for educators to develop creative skills to meet the needs of their learners and demonstrate effective classroom management. There is a gap between preservice teacher preparation and the reality of the day-to-day demands of educators. Game-based learning can provide a measure to fill that gap by providing a simulated experience for preservice teachers to encounter possible challenging scenarios. This concept of educational gameplay uses interactive learning that can improve the classroom response to …
An Exploratory Study Of Pre-Service Teachers’ Perceptions Of Technological Pedagogical Content Knowledge Of Digital Games, Yu-Chun Kuo, Yu-Tung Kuo
An Exploratory Study Of Pre-Service Teachers’ Perceptions Of Technological Pedagogical Content Knowledge Of Digital Games, Yu-Chun Kuo, Yu-Tung Kuo
College of Education Faculty Scholarship
This study investigated pre-service teachers’ perceptions of technological pedagogical content knowledge of digital games (TPACK-G), the correlation of TPACK-G constructs, and the relation of TPACK-G to personal factors and levels of motivation and self-efficacy. Participants were 96 pre-service teachers from a university in the northeastern United States. Data were collected using online surveys. Quantitative approaches were performed to analyze the data. Results indicated that game content knowledge (GCK) and game pedagogical knowledge (GPK) significantly predicted pre-service teachers’ game pedagogical content knowledge (GPCK), with GPK being the strongest predictor. Pre-service teachers with high levels of motivation or self-efficacy for digital game …
Discovering The Pedagogy And Secrets Of Gamification And Game-Based Learning Applied To The Music Theory Classroom, Jordan E. Montana Richards
Discovering The Pedagogy And Secrets Of Gamification And Game-Based Learning Applied To The Music Theory Classroom, Jordan E. Montana Richards
Doctoral Dissertations and Projects
This research project aims to establish the credibility of gamification and game-based learning (GBL) in higher education and online education, specifically for applying digital game-based learning (DGBL) to the twenty-first-century music theory classroom. This research project aims to address the current Education Engagement Crisis, the historical need of engaging students, and adapting the music curriculum to the current technological age. This research project will propose an original digital game concept and framework for teaching music theory core skills and other areas of music-related study in higher education as its contribution to the field and research of music education and digital …
A Qualitative Study On Malaysian Academics' Perceptions And Suggestions On Gamified Learning, Mohd. Elmagzoub Eltahir, Nagaletchimee Annamalai, Arulselvi Uthayakumaran, Samer H Zyoud, Bilal Zakarneh Dr, Najeh Rajeh Alsalhi
A Qualitative Study On Malaysian Academics' Perceptions And Suggestions On Gamified Learning, Mohd. Elmagzoub Eltahir, Nagaletchimee Annamalai, Arulselvi Uthayakumaran, Samer H Zyoud, Bilal Zakarneh Dr, Najeh Rajeh Alsalhi
The Qualitative Report
This study explores lecturers' perceptions and suggestions on integrating gamified lessons in Malaysian higher institutions. The COVID-19 pandemic has drastically changed the norm of traditional classroom teaching by accelerating digital integration amongst educators and necessitating the need to address classroom gamification. To further understand educators' perceptions, we conducted in-depth interviews with 25 lecturers. We thematically analyzed the interviews by following the steps undertaken by Braun and Clarke (2006) to identify the emerging themes. The findings determine that educators found gamification suitable in teaching and learning activities during the set induction, reinforcement and assessment of specific skills. Several misconceptions also evident …
A Systematic Mapping Study On Gamification Applications For Undergraduate Cybersecurity Education, Sherri Weitl-Harms, Adam Spanier, John Hastings, Matthew Rokusek
A Systematic Mapping Study On Gamification Applications For Undergraduate Cybersecurity Education, Sherri Weitl-Harms, Adam Spanier, John Hastings, Matthew Rokusek
Journal of Cybersecurity Education, Research and Practice
Gamification in education presents a number of benefits that can theoretically facilitate higher engagement and motivation among students when learning complex, technical concepts. As an innovative, high-potential educational tool, many educators and researchers are attempting to implement more effective gamification into undergraduate coursework. Cyber Security Operations (CSO) education is no exception. CSO education traditionally requires comprehension of complex concepts requiring a high level of technical and abstract thinking. By properly applying gamification to complex CSO concepts, engagement in students should see an increase. While an increase is expected, no comprehensive study of CSO gamification applications (GA) has yet been undertaken …
Digital Game-Based Approach To Math Learning For Students, Gul Ayaz, Katherine Smith
Digital Game-Based Approach To Math Learning For Students, Gul Ayaz, Katherine Smith
Modeling, Simulation and Visualization Student Capstone Conference
Mathematics is an important subject that is pervasive across many disciplines. It is also a subject that has proven to be challenging to both teach and learn. Students face many challenges with learning math such as a lack of motivation and anxiety. To address these challenges, game-based learning has become a popular approach to stimulate students and create a more positive classroom environment. It can serve as an alternative or supplement to traditional teaching and can better engage students while developing a positive attitude toward learning. The use of games in a classroom can create a more exciting and engaging …
Gaming To Learn Genetics, Sarah Wolfe
Gaming To Learn Genetics, Sarah Wolfe
Undergraduate Honors Thesis Projects
Digital game-based learning is an alternative to traditional lecture learning. It involves active engagement with concepts in a digital game setting and can apply to a variety of subjects, including STEM fields. We examined this type of learning in the context of an undergraduate introductory genetics course: specifically, use of a genetics video game for teaching. There were two groups: an experimental group that played the genetics game Geniventure, and a control group that read and studied Powerpoint lecture slides. Both groups took a pretest and posttest, as well as completed an I/D (interest/deprivation) scale and workload scale. There …
Intentional Technology For Teaching Practice, Afit Faculty Learning Community, Mike Frick, Aaron V. Glassburner, Jose Gutierrez Del Arroyo, Rick Kappel, Rodney Mccoy, Jonathan Moore, Mark G. Reith, Timothy S. Wolfe, Jonathan Zemmer
Intentional Technology For Teaching Practice, Afit Faculty Learning Community, Mike Frick, Aaron V. Glassburner, Jose Gutierrez Del Arroyo, Rick Kappel, Rodney Mccoy, Jonathan Moore, Mark G. Reith, Timothy S. Wolfe, Jonathan Zemmer
AFIT Documents
In today’s era, where educational technology is in a near-constant state of evolution, the imperative is not just to adopt technology, but to do so with a defined purpose and strategy. As educators within military education there is a growing need to discern which technological tools and practices align best with our mission and the goals we set for our students. Teaching is more than just transferring knowledge—it’s about fostering environments conducive to growth, critical thinking, and lifelong learning. This e-book contains collective insights, experiences, and reflections from faculty participating in a Faculty Learning Community (FLC) a yearlong, structured, community …
We Are Still Playing: A Meta-Analysis Of Game-Based Learning In Mathematics Education, Thomas Conmy
We Are Still Playing: A Meta-Analysis Of Game-Based Learning In Mathematics Education, Thomas Conmy
Doctoral Dissertations
The purpose of this meta-analysis was to investigate the effectiveness of the use of games as part of mathematics instruction on academic achievement in grades Kindergarten to 12 in the United States. There were 17 studies selected for investigation published from 2010 to 2023 that focused on game-based learning and mathematics. This meta-analysis fills the gap in the knowledge by examining classes that are using game based learning across three platforms of instruction: nondigital games, digital on computers, and mobile devices. The findings from this meta-analysis suggest that the usage of game-based learning in a classroom has a positive effect …
The Great Escape: A Novel Approach To Collaborative Learning (Pilot), K. Megan Carpenter, Anthony D. Cunningham, Laura Smith, Kelly Krigbaum
The Great Escape: A Novel Approach To Collaborative Learning (Pilot), K. Megan Carpenter, Anthony D. Cunningham, Laura Smith, Kelly Krigbaum
Journal of Occupational Therapy Education
Healthcare continues toward team-based approaches in which multiple disciplines collaborate to ensure holistic patient care. National standards for intraprofessional collaboration guide curriculum design for entry-level occupational therapy (OT) and occupational therapy assistant (OTA) programs to ensure students acquire specific skills and knowledge needed for current OT practices. Effective intraprofessional collaboration includes effective communication, respect, trust, and understanding of role delineation, which students prefer to learn in experiential, face-to-face formats. The purpose of this study was to examine OT and OTA students’ perspectives of participating in an educational escape room (EER) as a novel experience for intraprofessional education. Investigators created an …
Game-Based Learning: Examining Factors That Influence K-12 Classroom Usage, Sean Ward
Game-Based Learning: Examining Factors That Influence K-12 Classroom Usage, Sean Ward
Boise State University Theses and Dissertations
Video games have become a popular and accepted part of digital culture and are becoming more accepted as an engaging instructional tool in schools. Integration of games can help develop students’ intrinsic motivation for learning and are a great way for teachers to incorporate student interests and make connections to the curriculum. Classroom usage of digital games is becoming more widespread, but prior research suggests that game-based learning is underutilized as a tool in the teacher toolbox. This study seeks to understand the factors that influence teachers’ decisions to use or not use digital games in their classroom and make …
We're Back, Live And Unplugged: Non-Digital Gameplay For Review And Fun, Shawn M. Thorgersen Mr.
We're Back, Live And Unplugged: Non-Digital Gameplay For Review And Fun, Shawn M. Thorgersen Mr.
Middle Grades Review
During the COVID-19 pandemic, middle grades students spent months isolated and, in many cases, learning remotely from teachers who were themselves scrambling to adapt to new technology. While addressing these experiences will require a multifaceted approach from stakeholders, teachers can help reintroduce students to their classrooms with student-centered, socially interactive, analog-based games intended to reinforce learning and boost engagement. This practitioner paper presents a context and a model for such play based on a popular public domain game that allows for team play, creativity, inculcation, and, frankly, fun while reviewing for mastery. The model affords teachers an extremely low-budget, student-crafted …
The Effects Of Digital Game-Based Instruction On Knowledge Acquisition And Retention Of Genetics Content, Brinley Kantorski
The Effects Of Digital Game-Based Instruction On Knowledge Acquisition And Retention Of Genetics Content, Brinley Kantorski
Electronic Theses and Dissertations
Digital educational games have been a part of the educational landscape since the early 1970s. Since then, there has been a proliferation in the quantity, format, type, and quality of digital educational games available to classroom teachers. Despite this, the body of literature surrounding the effectiveness of these digital educational games remains highly fragmented and lacks unifying themes. While some literature exists to support the use of digital educational games in immediate knowledge acquisition, little research has been done on how digital educational games impact the retention of knowledge in the long term. As such, this study examines how the …
Examining The Impact Of Online Math Games On Student Performance And Attitudes, Tian Luo, Catherine Hickman, Pauline Muljana
Examining The Impact Of Online Math Games On Student Performance And Attitudes, Tian Luo, Catherine Hickman, Pauline Muljana
STEMPS Faculty Publications
Low mathematics scores in the U.S. have been pressing the educators to find engaging strategies and effective tools to promote math performance. While emerging technologies, such as digital math games, show promises in improving mathematical education, existing studies have garnered mixed findings and thereby necessitating further investigation. This study aims to examine the impact of skill-based online math games on students’ math performance and attitudes, as well as students’ perceptions of the games. Thirty-eight students ranging from fifth to eighth grade participated in the study. The results showed a mixed picture of the impact of the online games on math …
Play It Again Mathematics, Michelle Sherman
Play It Again Mathematics, Michelle Sherman
Master's Theses & Capstone Projects
This action research project focuses on implementing game-based learning into a first-grade math lesson, to help improve addition facts and fluency. The study was conducted over a ten-day period in one first grade classroom. Data was collected at the beginning of this study and at the end to determine if playing games in math increases a student's addition fact fluency . After the initial one-minute addition pre-test, the students were divided into two groups according to ability. One of the groups was the control group who learned addition math facts through paper and pencil activities and the other group was …
Game-Based Learning: Building Competence In Visual Literacy Through Simulation, Carol Record
Game-Based Learning: Building Competence In Visual Literacy Through Simulation, Carol Record
Theses
Game-based learning is an ideal experiential learning framework for introducing the critique process to reduce student anxiety and create competence in visual literacy and self-assessment. Critique, the assessment, and analysis of one’s work is an essential step in any creative process. It is an integral part of art school. However, it can also be a source of high anxiety for new students. This paper discusses the importance of critique, the challenges associated with teaching critique, and the benefits of utilizing game-based learning. Examples of game-based learning solutions are explored, including the development of, and response to, Lumen, a card game …
Improving Chinese Language Learning Through Collaborative Kahoot Mode, Hongmin Yu
Improving Chinese Language Learning Through Collaborative Kahoot Mode, Hongmin Yu
Chinese Language Teaching Methodology and Technology
This study used quantitative methods to assess students' Chinese language learning attitudes and learning habits on Kahoot, a game-based learning platform. Kahoot enables teachers to transform bland Chinese vocabulary memorization into exciting, game-like situations. It makes Chinese language learning fun and interactive. The study aims to compare Kahoot team play mode with individual play mode. Sixty-four fifth graders participated. In the experimental group, students grouped by themselves or teacher to compete with one another. They enjoyed working together to share what they knew and learned from each other. Students were tested prior to the course (pretest) and following the course …
Lamboozled!: The Design And Development Of A Game-Based Approach To News Literacy Education, Ioana Literat, Yoo Kyung Chang, Joseph Eisman, Jonathan Gardner
Lamboozled!: The Design And Development Of A Game-Based Approach To News Literacy Education, Ioana Literat, Yoo Kyung Chang, Joseph Eisman, Jonathan Gardner
Journal of Media Literacy Education
Given the need for innovative, engaging, and youth-centered approaches to media literacy, as well as the potential of active pedagogies to facilitate youth civic education and efficacy, games emerge as a particularly promising and under-utilized avenue for news literacy education. Our research asks, how might we use game-based learning to tackle fake news and stimulate news literacy among a youth audience? Here, we reflect on the process of designing LAMBOOZLED!, a news literacy game for middle school and high school students, based on a multilevel game design framework that allowed us to articulate learning objectives, consider suitable mechanics, dynamics and …
From Boring To Board Game: The Effect Of A Serious Game On Key Learning Outcomes, Kendal L. Booker, Anita W. Mitchell
From Boring To Board Game: The Effect Of A Serious Game On Key Learning Outcomes, Kendal L. Booker, Anita W. Mitchell
Journal of Occupational Therapy Education
Serious games incorporate learning objectives in the context of competitive games with rules. These types of games have been incorporated in education as well as therapeutic contexts. This study examined the effectiveness of a modification of the game “Snakes and Ladders,” for reviewing and learning qualitative research concepts. Using the Game-based Evaluation Model (GEM), the researchers also measured learning indicators such as interest and enjoyment, perceived competence, effort and importance, and value/usefulness. Thirty-eight Master of Occupational Therapy students completed a 25-question multiple choice pretest to measure knowledge of qualitative research concepts before playing the game. A 25-question multiple choice posttest …
Comparison Of English Comprehension Among Students From Different Backgrounds Using A Narrative-Centered Digital Game, May Marie P. Talandron-Felipe, Kent Levi A. Bonifacio, Gladys S. Ayunar, Ma. Mercedes T. Rodrigo
Comparison Of English Comprehension Among Students From Different Backgrounds Using A Narrative-Centered Digital Game, May Marie P. Talandron-Felipe, Kent Levi A. Bonifacio, Gladys S. Ayunar, Ma. Mercedes T. Rodrigo
Department of Information Systems & Computer Science Faculty Publications
This paper reports the continuation of the field testing of a narrative-centered digital game for English comprehension called Learning Likha: Rangers to the Rescue (LLRR) with a two-fold goal: first, identify the differences in terms of usage, attitudes towards, and perceptions of the English language between students from southern Philippines and the National Capital Region, and second, to determine how the LLRR in-game performance, post-test comprehension scores, engagement, and motivation of students differ between the groups. The participants who are grade school students from a province in southern Philippines answered questionnaires about their attitude towards and perception of English, played …
When Failure Is An Option: A Scoping Review Of Failure States In Game-Based Learning, F. Eamonn Powers, Robert L. Moore
When Failure Is An Option: A Scoping Review Of Failure States In Game-Based Learning, F. Eamonn Powers, Robert L. Moore
STEMPS Faculty Publications
As interest in the use of games and gaming elements within learning environments grows, educators and designers may find it easier to account for winning than for losing and failure. This scoping review examines the role of failure and loss within game-based instructional interventions. Because of the varied methods and relatively small number of articles directly addressing the intersection between failure and loss within game-based instructional interventions, a scoping review was undertaken. This review included 14 peer-reviewed articles which explored a range of instructional contexts implementing failure state game mechanics. We identify several key takeaways that indicate how failure state …
“The Little Seed And The Wind”: Digital Intervention Tool For Geography And Empathy, Maritha Pocorni-Humphries
“The Little Seed And The Wind”: Digital Intervention Tool For Geography And Empathy, Maritha Pocorni-Humphries
Dissertations, Theses, and Capstone Projects
Educational researchers agree that there is an absence of student engagement in our primary education institutions. They also acknowledge that learner engagement could enhance their overall behavior. What could be done to promote learning, involve students and sustain their motivation? Why should we admit that students tend to show more involvement and engagement during digital interactivity? This paper describes my motivation behind my designed digital geographical educational intervention tool which in a playful way introduces and teaches 4- and 5-years old children the seven continents and the seven oceans. Drawing on the underpinning concept of game-based learning theory my framework …
The Impact Of Game-Based Learning In A Special Education Classroom, Mckenzi James
The Impact Of Game-Based Learning In A Special Education Classroom, Mckenzi James
Master's Theses & Capstone Projects
Every school has at least one student who has a learning disability or struggles with academics. Every school also has teachers with the ability to reach out to struggling students, using traditional and nontraditional approach to learning. Game-based learning is a nontraditional approach which introduces students to game-based learning instead of more traditional paper and pencil activities. Multiple researchers have found game-based learning raised test scores, allowed for hands on social skill lessons, and has helped generate a positive environment for students. A few researchers shared the negative impacts of game-based learning, including the lack of transferability of skills for …
Proceedings Of The Cuny Games Conference 6.0, Robert O. Duncan, Joseph Bisz, Christina Boyle, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm
Proceedings Of The Cuny Games Conference 6.0, Robert O. Duncan, Joseph Bisz, Christina Boyle, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm
Publications and Research
The CUNY Games Network is an organization dedicated to encouraging research, scholarship and teaching in the developing field of games-based learning. We connect educators from every campus and discipline at CUNY and beyond who are interested in digital and non-digital games, simulations, and other forms of interactive teaching and inquiry-based learning. These proceedings summarize the CUNY Games Conference 6.0, where scholars shared research findings at a three-day event to promote and discuss game-based pedagogy in higher education. Presenters could share findings in oral presentations, posters, demos, or play testing sessions. The conference also included workshops on how to modify existing …
Comparing Collaborative And Cooperative Game Play For Academic And Gaming Achievements, Youngkyun Baek, Achraf Touati
Comparing Collaborative And Cooperative Game Play For Academic And Gaming Achievements, Youngkyun Baek, Achraf Touati
Educational Technology Faculty Publications and Presentations
This paper reports an empirical study that explores gender differences in both cooperative and collaborative social gaming in relation to achievements and attitudes. Another aim was to compare students’ game attitudes, feelings towards group work, and achievements in cooperative versus collaborative digital game-based learning environments. One hundred sixty-four, sixth grade students from five different classrooms at an elementary school in South Korea participated voluntarily in this study. A total of two boys and two girls were randomly assigned to each group resulting in twenty groups for each of the grouping conditions. Based on interaction effects, results suggest that male students …
Development And Field Testing Of A Narrative-Centered Digital Game For English Comprehension, Jenilyn Agapito, Dominique Marie Antoinette Manahan, Ma. Monica L. Moreno, Jose Isidro Beraquit, Ingrid Yvonne Herras, Kevin Arnel C. Mora, Johanna Marion R. Torres, Ma. Mercedes T. Rodrigo
Development And Field Testing Of A Narrative-Centered Digital Game For English Comprehension, Jenilyn Agapito, Dominique Marie Antoinette Manahan, Ma. Monica L. Moreno, Jose Isidro Beraquit, Ingrid Yvonne Herras, Kevin Arnel C. Mora, Johanna Marion R. Torres, Ma. Mercedes T. Rodrigo
Education Department Faculty Publications
This paper describes the development and field testing of Learning Likha: Rangers to the Rescue, a narrative-centered, mobile-based digital game for practicing English comprehension. Twenty-seven (27) student participants from Grades 4, 5, and 6 were invited to play the game and answer a comprehension test to determine their level of understanding of the game’s contents. Self-report questionnaires were also used to assess the extent to which they enjoyed playing the game. Three (3) teachers were likewise invited for a focus group discussion (FGD) to gather their insights about the game and how they may use it in their classes. Student’s …
Game-Based Science Education: Effect Of Aesthetics On Learning And Motivational Outcomes, Lucille Moon-Michel
Game-Based Science Education: Effect Of Aesthetics On Learning And Motivational Outcomes, Lucille Moon-Michel
USF Tampa Graduate Theses and Dissertations
The study of how aesthetic qualities of games affect student learning and motivational outcomes is an area in need of research in the instructional design field. Existing research in this realm is either lacking or does not provide comprehensive criteria for assessing its effectiveness on student outcomes. The purpose of this dissertation was to address this gap in literature by producing two articles based on a systematic literature review and a game-based learning quasi-experiment.
In Chapter Two, the systematic literature review gathered 44 studies published within the last decade to find trends in game design, visual game attributes, and research …