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DESIGNING DIGITAL GAMES FOR EDUCATION

Taneshia Marshall EDIT 6900 Spring 2012. DESIGNING DIGITAL GAMES FOR EDUCATION. Educational Games Background. A renewed interest in research Increased exposure of technology and multimedia lead to more research Games alone are not sufficient for learning Potential for cognitive overload

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DESIGNING DIGITAL GAMES FOR EDUCATION

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  1. Taneshia Marshall EDIT 6900 Spring 2012 DESIGNING DIGITAL GAMES FOR EDUCATION

  2. Educational Games Background • A renewed interest in research • Increased exposure of technology and multimedia lead to more research • Games alone are not sufficient for learning • Potential for cognitive overload • Too many visuals distract learner from objectives

  3. Educational Games Background • Key element: FUN • Game development is a growing process • Potential to be powerful learning tools • Opportunity to fill in teaching gaps • Congruency leads to learning effectiveness • Gaming improves learning under the right conditions

  4. Research Proposal • Research Question: • What are the key factors in educational games that encourage and sustain motivation while maximizing the student's learning experience? • Participant: • 6th grade or higher who are accustomed to traditional learning environments • Setting: • School’s computer labs and on the student’s personal computers in the school’s study area

  5. Value of Research • Finding what works best and in what ways • Entice learners to learn on their own • Lead to motivated and intelligent students

  6. Methodology • Mixed Methods • Quantitative • Qualitative • Self reporting instruments • Interviews after game play • Pre & Post Test

  7. Thanks!

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