Instruction

New entry in the Digiplay Games Research Bibliography:

Byers, C. (2006)
Developments in Business Simulation and Experiential Learning

Image of booksGames in education have given rise to a body of research, still small but rapidly growing, on the subject. Organizations are reacting by incorporating games into training. Educational programs that prepare training professionals thus must include in their curriculum courses addressing the design of games. This paper discusses ways to overcome some challenges that may be encountered in teaching such a course. It describes the results of using games as a means of increasing learners’ level of engagement when reviewing readings in a face-to-face instructional game class. Read more...

New entry in the Digiplay Games Research Bibliography:

Gentile, D. A. ; Gentile, J. R. (2008)
Journal of Youth and Adolescence

Image of booksThis article presents conceptual and empirical analyses of several of the "best practices" of learning and instruction, and demonstrates how violent video games use them effectively to motivate learners to persevere in acquiring and mastering a number of skills, to navigate through complex problems and changing environments, and to experiment with different identities until success is achieved. These educational principles allow for the generation of several testable hypotheses, two of which are tested with samples of 430 elementary school children (mean age 10 years), 607 young adolescents (mean age 14 years), and 1,441 older adolescents (mean age 19 years). Participants were surveyed about their video game habits and their aggressive cognitions and behaviors. The first hypothesis is based on the principle that curricula that teach the same underlying concepts across contexts should have the highest transfer. Therefore, students who play multiple violent video games should be more likely to learn aggressive cognitions and behaviors than those who play fewer. The second hypothesis is based on the principle that long-term learning is improved the more practice is distributed across time. Therefore, students who play violent video games more frequently across time should be more likely to learn aggressive cognitions and behaviors than those who play the same types of games for equivalent amounts of time but less frequently. Both hypotheses were supported. We conclude by describing what educators can learn from the successful instructional and curriculum design features of video games. \copyright2007 Springer Science+Business Media, LLC. Read more...

New entry in the Digiplay Games Research Bibliography:

Garris, R.; Ahlers, R.; Driskell, J. E. (2002)
Simulation and Gaming

Image of booksAlthough most agree that games can be engaging and that games can be instructive, there is little consensus regarding the essential characteristics of instructional games. Implicit in the research literature is the notion that if we pair instructional content with certain game features, we can harness the power of games to engage users and achieve desired instructional goals. We present an input-process-output model of instructional games and learning that elaborates (a) the key features of games that are of interest from an instructional perspective, (b) the game cycle of user judgments, behavior, and feedback that is a hallmark of engagement in game play, and (c) the types of learning outcomes that can be achieved. We discuss the implications of this approach for the design and implementation of effective instructional games. Read more...

New entry in the Digiplay Games Research Bibliography:

Segers, E.; Verhoeven, L. (2005)
Journal of Computer Assisted Learning

Image of booksThe 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. Read more...

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