classroom

New entry in Digiplay games research bibliography:

The implementation of a computer game for learning about geography by primary school students is the focus of this article. Researchers designed and developed a three-dimensional educational computer game. Twenty four students in fourth and fifth grades in a private school in Ankara, Turkey learnt about world continents and countries through this game for three weeks. The effects of the game environment on students' achievement and motivation and related implementation issues were examined through both quantitative and qualitative methods. An analysis of pre and post achievement tests showed that students made significant learning gains by participating in the game-based learning environment. When comparing their motivations while learning in the game-based learning environment and in their traditional school environment, it was found that students demonstrated statistically significant higher intrinsic motivations and statistically significant lower extrinsic motivations learning in the game-based environment. In addition, they had decreased focus on getting grades and they were more independent while participating in the game-based activities. These positive effects on learning and motivation, and the positive attitudes of students and teachers suggest that computer games can be used as an ICT tool in formal learning environments to support students in effective geography learning.

New entry in Digiplay games research bibliography:

This paper addresses additional language learning as rooted in participation in the social activity of collaborative game-play. Building on a social-interactional view of learning, it analyses some of the detailed practices through which players attend to a video game as the material and semiotic structure that shapes play and creates affordances for additional language learning. We describe how players engage with the language resources offered by the game, drawing on the vocabulary, constructions, prosodic features and utterances modelled on game dialogue, in building their own actions during collaborative play. With these resources, the players display their ongoing engagement with the game as well as their competences in recognising, reproducing and creatively reshaping the available linguistic resources in their own activities.

New entry in Digiplay games research bibliography:

This paper examines the use of “pure” computer and video games in classrooms. It reports the findings of an ongoing informal survey of how and why such games are used as an integrated part of formal classroom learning. The paper presents a number of examples of the use of such games, and tries to determine likely trends in their use in such an environment. Of significance is an examination of the obstacles that teaching staff encounter in attempting to use such software during lesson times, and how some staff have overcome these obstacles.

New entry in Digiplay games research bibliography:

"Educational computer games--they're not just for five-year-olds anymore," jokes School of Journalism and Mass Communication (SJMC) professor Kathleen Hansen as she navigates around the fantasy world of a computer game called "Neverwinter Nights" in her Murphy Hall office. Hansen, who has taught the Jour 3004 (Information for Mass Communication) course in the school for 25 years, has taken the course in a new direction this semester with the help of "Neverwinter Nights" and a research partnership with Nora Paul, the director of SJMC's Institute for New Media Studies.

New entry in Digiplay games research bibliography:

The present study examined the long-term effects of a computer intervention for the development of phonological awareness in Dutch kindergartners. Native Dutch and immigrant children worked with the software 15 min/week during one school year. Following a pretest - interim test - post-test - retention test design, the effects on rhyming, phonemic segmentation, auditory blending, and grapheme knowledge were assessed. The intervention showed significant immediate effects on rhyming and grapheme knowledge. The time spent on the computer games also correlated with the learning gains for the experimental group. In the first grade, retention effects were demonstrated after 4 months of formal reading education.

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