Video Games, Learning, and Instruction in the Middle School Classroom
PROCEEDINGS
Laura Sujo de Montes, Shadow Armfield, Michael Blocher, Northern Arizona University, United States
Society for Information Technology & Teacher Education International Conference, in Las Vegas, Nevada, USA ISBN 978-1-880094-64-8 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC USA
Abstract
This paper presents the results of an investigation into the use of a video game in the middle school classroom as a learning tool to reinforce knowledge and skills. The study, which included a control and treatment group, yielded mixed results. However, it is noted that the game did have positive effects on retention of knowledge for one of the two investigated subject content areas and on general student motivation to study facts.
Citation
Sujo de Montes, L., Armfield, S. & Blocher, M. (2008). Video Games, Learning, and Instruction in the Middle School Classroom. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2008--Society for Information Technology & Teacher Education International Conference (pp. 4666-4671). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE). Retrieved March 28, 2024 from https://www.learntechlib.org/primary/p/27998/.
Keywords
References
View References & Citations Map- Burnet, A. (2007, February 20). Game over for conventional maths classes: Computer gaming is transforming the way children learn. The Herald Digital, pp. Society 8-9.
- Gee, J.P. (2004). What videogames have to teach us about learning and literacy. New York, New York: Palgrave Macmillan.
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