You do not have access to view this presentation.

You are here:

Effectiveness of Two Educational Video Games
PROCEEDING

, Valdosta State University, United States ; , 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 .

References

View References & Citations Map

These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.

Suggest Corrections to References

Presentation

Slides w/Audio View

Slides