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Full-Text Articles in Education

Mario Math With Millennials: The Impact Of Playing The Nintendo Ds On Student Achievement, Adam Gelman Jun 2010

Mario Math With Millennials: The Impact Of Playing The Nintendo Ds On Student Achievement, Adam Gelman

Electronic Theses and Dissertations

One of the biggest innovations of the last century has been the invention of the video game. Video games are an extremely popular form of entertainment today. While some question the use of video games in education, others argue that video games are one innovation that if introduced into the classroom, might change how teachers effectively engage learners. This quantitative study examined the impact of Brain Age 2 for the Nintendo DS on seventh grade achievement in math and on student attitude towards school. A sample of eighty seventh graders from the same school played the Nintendo DS daily for …


Comparison Of Learning Experiences And Outcomes Between A Serious Game-Based And Non-Game-Based Online American History Course, Taryn Hess Jan 2010

Comparison Of Learning Experiences And Outcomes Between A Serious Game-Based And Non-Game-Based Online American History Course, Taryn Hess

Electronic Theses and Dissertations

The use of online courses continues to increase despite the small amount of research that exists on the effectiveness of online educational environments. The little research that has been conducted has focused on evaluating factors taken into consideration during the adoption of online learning environments. One notable benefit often cited is the ability to incorporate multimedia such as video games. Although game researchers and developers are pushing for the use of video games for educational purposes, there is a lack of research on the effectiveness of serious video games. When paring the increasing use of online educational environments, the push …


From Shadowmourne To Folk Art Articulating A Vision Of Elearning For The 21st Century, Christina Kapp Jan 2010

From Shadowmourne To Folk Art Articulating A Vision Of Elearning For The 21st Century, Christina Kapp

Electronic Theses and Dissertations

This study examines mass-market applications for some of the many theories of eLearning and blended learning, focusing most closely on a period from 2000-2010. It establishes a state of the union for K-12 immersive eLearning environments by using in-depth cases studies of five major mass-market, educational, and community-education based products—Gaia Online, Poptropica, Quest Atlantis, Dimenxian/Dimension U, and Folkvine. Investigating these models calls into play not only the voices of traditional academic and usability research, but also the ad hoc voices of the players, commentators, developers, and bloggers. These are the people who speak to the community of these sites, and …