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Effectiveness of Two Educational Video Games
PROCEEDING
Taralynn Hartsell, Valdosta State University, United States ; Timothy Dedeaux, Pearl River Community College, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Las Vegas, NV, United States ISBN 978-1-939797-35-3 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA
Abstract
This paper is an overview of a quasi-experimental study performed at a college that compares differences between two different video games. The video games were based on Malone's theory of game design that involved challenge, fantasy, and curiosity. Variables being examined were student engagement, content knowledge gain, and demographical implications when using the two games to learn French phrases. No significant results were found in content knowledge gain and engagement between the participants. A slight difference in relation to minority status had been discovered as well as participants’ overall satisfaction with the games.
Citation
Hartsell, T. & Dedeaux, T. (2018). Effectiveness of Two Educational Video Games. In Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 685-689). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE). Retrieved August 9, 2024 from https://www.learntechlib.org/primary/p/185023/.
© 2018 Association for the Advancement of Computing in Education (AACE)
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Slides
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