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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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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 • Too many visuals distract learner from objectives
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
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
Value of Research • Finding what works best and in what ways • Entice learners to learn on their own • Lead to motivated and intelligent students
Methodology • Mixed Methods • Quantitative • Qualitative • Self reporting instruments • Interviews after game play • Pre & Post Test