Relative effectiveness of educational video games in the science classroom

Research has shown that educational video games are effective learning tools, but have not made a significant impact in the classroom. This gap could be a result of the design of the games, in that most educational video games imitate classroom style activities (such as answering multiple choice que...

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Main Author: Nickerson, Erik
Language:en
Published: 2011
Online Access:http://etd.lib.montana.edu/etd/2011/nickerson/NickersonE0811.pdf
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spelling ndltd-MONTSTATE-http---etd.lib.montana.edu-etd-2011-nickerson-NickersonE0811.pdf2011-11-14T13:27:35Z Relative effectiveness of educational video games in the science classroom Nickerson, Erik Research has shown that educational video games are effective learning tools, but have not made a significant impact in the classroom. This gap could be a result of the design of the games, in that most educational video games imitate classroom style activities (such as answering multiple choice questions or memorizing flash cards) instead of using the computer's superior simulation capabilities to create a unique learning experience. This research project examined the difference between different styles of educational video games, as well as the overall effect of these games. Each different type of game helped students learn, though the games with more words created a stronger impression that learning actually happened. 2011-08-15 Professional Paper Montana State University en http://etd.lib.montana.edu/etd/2011/nickerson/NickersonE0811.pdf
collection NDLTD
language en
sources NDLTD
description Research has shown that educational video games are effective learning tools, but have not made a significant impact in the classroom. This gap could be a result of the design of the games, in that most educational video games imitate classroom style activities (such as answering multiple choice questions or memorizing flash cards) instead of using the computer's superior simulation capabilities to create a unique learning experience. This research project examined the difference between different styles of educational video games, as well as the overall effect of these games. Each different type of game helped students learn, though the games with more words created a stronger impression that learning actually happened.
author Nickerson, Erik
spellingShingle Nickerson, Erik
Relative effectiveness of educational video games in the science classroom
author_facet Nickerson, Erik
author_sort Nickerson, Erik
title Relative effectiveness of educational video games in the science classroom
title_short Relative effectiveness of educational video games in the science classroom
title_full Relative effectiveness of educational video games in the science classroom
title_fullStr Relative effectiveness of educational video games in the science classroom
title_full_unstemmed Relative effectiveness of educational video games in the science classroom
title_sort relative effectiveness of educational video games in the science classroom
publishDate 2011
url http://etd.lib.montana.edu/etd/2011/nickerson/NickersonE0811.pdf
work_keys_str_mv AT nickersonerik relativeeffectivenessofeducationalvideogamesinthescienceclassroom
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