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Autor/inn/enAnnetta, Leonard A.; Minogue, James; Holmes, Shawn Y.; Cheng, Meng-Tzu
TitelInvestigating the Impact of Video Games on High School Students' Engagement and Learning about Genetics
QuelleIn: Computers & Education, 53 (2009) 1, S.74-85 (12 Seiten)Infoseite zur Zeitschrift
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Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN0360-1315
DOI10.1016/j.compedu.2008.12.020
SchlagwörterVideo Games; Genetics; Program Effectiveness; High School Students; Learner Engagement; Educational Games; Quasiexperimental Design; Teacher Developed Materials; Instructional Effectiveness; Science Instruction; Educational Technology
AbstractThe popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology's efficacy. This quasi-experimental study evaluated a teacher created video game on genetics in terms of its affective and cognitive impact on student users. While statistical results indicated no differences (p greater than 0.05) in student learning as measured by our instrument, there were significant differences (p less than 0.05) found in the participants' level of engagement while interfacing with the video game. Implications on this emerging line of inquiry are discussed. (Contains 3 tables and 1 figure.) (As Provided).
AnmerkungenElsevier. 6277 Sea Harbor Drive, Orlando, FL 32887-4800. Tel: 877-839-7126; Tel: 407-345-4020; Fax: 407-363-1354; e-mail: usjcs@elsevier.com; Web site: http://www.elsevier.com
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2017/4/10
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