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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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 |
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en |
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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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