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Educational (Computer) Game Effectiveness

Educational (Computer) Game Effectiveness. Neil M. Redfield John Jay Science and Engineering Academy Diane L. Gaither StMU  Southwest Research Institute Carol L. Redfield, Ph.D. St. Mary’s University (StMU). Games and Computers. Games have been played for centuries

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Educational (Computer) Game Effectiveness

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  1. Educational (Computer) Game Effectiveness Neil M. Redfield John Jay Science and Engineering Academy Diane L. Gaither StMU  Southwest Research Institute Carol L. Redfield, Ph.D. St. Mary’s University (StMU)

  2. Games and Computers • Games have been played for centuries • for many purposes • A game is educational when • one goal is to learn or practice something • remember playing concentration? • Computer games around since 1970’s • multi-billion dollar industry • more money in computer gaming than in movies!

  3. Study at SITE 1999 • Educational Software exists – TEKS topics • Reading • Writing • Languages • Art and music • Health and physical education • Business and living skills • Social studies • history, geography • Mathematics • Science • physics, astronomy, chemistry, biology, computers • Areas not cover then, are now • Physical education, • English as a 2nd language • Texas history

  4. Where to Get Computer Tutors • CD-Rom – many are $10-40 US – example companies • The Learning Company / Riverdeep • Knowledge Adventure • On-line – many are free – examples • www.FunBrain.com • www.FunSchool.com • Searchable Databases • www.wingz2fly.com/GameSurvey 1000+ • made by Ms Diane Gaither and Dr Redfield • http://eddata.fnal.gov/lasso/espg/searchespg/Search.html

  5. Software Recommendations • Reading • Reader Rabbit • Writing • Maestro • Mathematics • Math Blaster • Science • Zap!, Magic School Bus • Social Studies • Wonders of the Ancient World • Art and Music • Band in a Box • Business • Rollercoaster Tycoon

  6. Learning Effectiveness • Few effectiveness studies have been done on educational computer software • pre-test, post-test, control group, sig. difference • A few exceptions • Electro Adventure, Navy Research Labs • Reader Rabbit by the Learning Company • Maestro by TutorTek • ISIS by TutorTek • After another survey in 2005 was done, • and a we add another effectiveness study

  7. Survey of Electronic Games that Teach • SITE 2006 paper • Survey existing computer games • all platforms • all ages • all subjects • Looked for effectiveness studies • Made the results accessible on Web

  8. The Survey • 1003 games recorded and put into database • Web page created www.wingz2fly.com/GameSurvey • data analyzed • Some results • most educational computer games are on Windows • some are available on Macintosh platforms • no console games at the time • Playstation II, GameCube, X-box, and Nintendo DS (handheld) • now 1 game for a handheld • Brain Age – Nintendo DS • no scientific effectiveness studies done at that time

  9. Topics and levels (28) (68) (711)

  10. www.wingz2fly.com/GameSurvey/Search.html

  11. Results of algebra search

  12. Study Set-up • We wanted to answer the call to study the effectiveness of a computer game • Selected Algebra 1 • fairly consistent content around the United States • required in Texas • many students available • Developed test for pre- and post- from TEKS • 25 multiple choice questions • reviewed by 4 math teachers • Reviewed 9 titles – students and teachers • easy to use • available to buy • able to run on Windows XP (4 did)!

  13. Math Blaster Algebra details

  14. Math Blaster Algebra Content • Understanding algebraic expressions and equations • Working with ratio, proportion and percent • Plotting points on a graph • Factoring polynomials • Applying the order of operations • Exploring inequalities and quadratic equations • Building and solving equations

  15. Science Fair ProjectAlgebra: Not the Same Old Game John Jay Science and Engineering Academy

  16. Introduction and Purpose • Educational computer games are used • - Reader Rabbit • No public effectiveness studies performed • The purpose of this experiment was to determine if an educational computer game • - Math Blaster Algebra • is effective in increasing • - knowledge and • - understanding • in a student’s first year of algebra.

  17. Procedures • 42 students self-selected to participate • Students split into test and control groups • Students took a pre-test of algebra 1 • Students in test group were given • a copy of the game Math Blaster Algebra to play and • a sheet to record their times • Students played for a 5 week period • Students took a post-test • Students grade averages were collected • 1st grading period • 3rd grading period progress report • Data analyzed in Excel – 33 t-Tests

  18. Some Tests Performed of 33 Two-Sample Assuming Equal Variances Post-test Pre to Post Difference Paired Two Sample for Means Study Score Known Questions Control Score Known Questions

  19. Results of Analysis • No correlation between time played and performance in class • No significant results on grades • Increase of 9% (2¼ points) on post-test of study group compared to control group • Increase of 6% (1½ points) for questions ofknown content

  20. Conclusions • Math Blaster Algebra increased test scores and understanding of algebra for students. • There was an increase in understandingof linear equations, specifically identifying characteristics and manipulating variables. • Educational computer games may provide a motivation and incentive for spending more time on the task of learning and playing around with whatever topic that is embedded in the game.

  21. Further Research & Applications • Students at Jay SEA still playing • Could also study • larger subject group • controlled/monitored environment to play • other games and subject areas • This work could provide • alternative teaching/learning methods • make studying fun • Let your kids play!

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