Does Game-Based Learning Work? Results from Three Recent Studies

Publication Type  Conference Paper
Year of Publication  2007
Authors  Blunt, Richard
Conference Name  The Interservice/Industry Training, Simulation & Education Conference (I/ITSEC)
Pagination  945-954
Conference Start Date  26/11/2007
Publisher  NTSA
Conference Location  Orlando, Florida, USA
Key Words  game-based training; serious games;
Abstract  

The Department of Defense (DoD) is faced with challenges in expanding technology-based solutions that can make Warfighters more efficient, effective, knowledgeable, and flexible. Of growing importance to the DoD is the potential of using Commercial Off the Shelf (COTS) game-based learning in the armed forces for increasing combat readiness. The recruits of today not only understand technology in everyday use, they expect it. These young recruits are “digital natives” who were raised in a digital environment surrounded by inexpensive, yet highly interactive gaming systems. To get the most from our new “best and brightest,” new research into game-based learning needs to focus on military use. The objective of these projects was to add definitive research in the area of game-based learning.
Three research studies were conducted at a national university to examine the difference in academic achievement among students who did and did not use video games in learning. Three different video games were added to approximately half the classes of freshmen Introduction to Business and Technology courses, 3rd year Economics courses, and 3rd year Management courses. Identical testing situations were used in all courses while data collected included game use, test scores, gender, ethnicity, and age. ANOVA, chi-squared, and t tests were used to test game
use effectiveness. Students in classes using the game scored significantly higher means than classes that did not.
There were no significant differences between genders, yet both genders scored significantly higher with game play.
There were no significant differences between ethnicities, yet all ethnic groups scored significantly higher with
game play. Students 40 years and under scored significantly higher with game play, while students 41 and older did not.
These studies add definitive research in the area of game-based learning. The DoD now has studies proving the efficacy of digital game-based learning and how it can improve learning.

URL  http://www.iitsec.org

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