Beruflich Dokumente
Kultur Dokumente
Information Sciences and Technology, the Pennsylvania State University, 03 Bell Atlantic
Centers for Technology
The statistical results clearly show a significant difference between computerassisted instruction and computer-based video game playing in students learning
achievement (see Figure 1). Based on this finding, playing computer-based video
games was determined to be more effective in facilitating third-graders average
learning outcome than text-based computer-assisted instruction. Therefore, it may be
concluded that this null hypothesis should be rejected.
According to the results of post-test scores, computer-based video games can
clearly facilitate students learning performance. This finding indicated that computerbased video game playing not only can improve participants fact differentiation/recall
processes, but also promotes problem-solving skills by recognizing multiple solutions for
problems. Additionally, more precise effects were detected by breaking the post test
scores into three sub-categories. When the researchers developed the items in Part 1,
the objectives were to make the participants recall key facts, definitions, and concepts.
As the results of Part 1 indicate, the participants in the experimental group have a better
Link:
http://citeseerx.ist.psu.edu/viewdoc/download?
doi=10.1.1.462.9279&rep=rep1&type=pdf
students). Strictly applying these criteria brought the final number of valid responses
down to a still very usable.
The results derived from the research presented here raise several important issues
concerning undergraduate students use of computer and video games in relation to
their academic performance. The most notable finding is the fact that there is a
telling relationship between gaming and examination results, where, in most cases,
frequent gamers perform less well than non- or infrequent gamers. Within the
general findings, the key messages are:
1. Frequent gamers (measured as those who spend, on average, more than two
hours per day playing games) are less likely to obtain higher marks across all
subject disciplines than non- or infrequent gamers (result significant at the
99% level);
2. Frequent gamers are less likely to obtain higher marks than non- or infrequent
gamers in humanities/non-numerical, science/numerical, and mixed subject
areas (result significant at 95% and 99% levels);
3. Frequent male and female gamers are less likely to obtain higher marks than
their non- or infrequent gaming counterparts (significant at 99% and 95%
levels respectively);
4. As would be expected, students generally reduce gaming time during busy
study periods, but no significant differences were found between examination
marks of students who reduce gaming time and those who do not;
5. Examination marks of gamers of four or more genres differ significantly from
players of three game genres or fewer, with the former being less likely to get
higher marks than the latter;
6. Frequent gamers are less likely to achieve higher examination marks than
non- or in frequent gamers in biological/physical sciences and language
subjects, but no significant correlations were found in other mainstream
subject areas (such as Business, Economics, History, Philosophy,
Mathematics, Physics, Engineering, and Social Studies);
7. Frequent gamers generally achieve lower marks than infrequent or nongamers, but students who spend time on social events and listening to music
also obtain lower examination marks. In addition, lower examination marks
are correlated with combining infrequent gaming with regular TV viewing, and
regular gaming with regular engagement in social events such as pubs and
clubs.
Link: http://www.ascilite.org.au/ajet/ajet24/ip.pdf
Foreign Literature
The Effect of Videogames on Student Achievement
A 2005 paper suggests that videogames are changing education and that games are more
than a simple form of entertainment (Shaffer, Squire, Halverson, & Gee, 2005). It explains that
student learning can be enhanced by experiences in vast virtual worlds. These worlds can allow
students to interact as a community. Virtual worlds are useful because they make it possible to
develop situated understanding (Shaffer, Squire, Halverson, & Gee, 2005, p. 106). This means
that students are able to actually experience and experiment with the things that they are learning
rather than simply being told them as facts or equations.
Some research concludes there is little evidence to suggest that interactive media
enhances the learning experience (Schmidt & Vanderwater, 2008). Other sources have noted
positive impacts on student performance. One study of a game relating to numerical analysis in
an engineering curriculum found that students experienced significantly more intellectual
intensity, intrinsic motivation, positive affect and overall student engagement when completing
homework (Coller & Shernoff, 2009, p. 315). Research on the subject has been mixed, but it
seems that video games can have a positive effect on learning when used in particular ways.
Link: http://www.acsd.org/article/the-effect-of-videogames-on-student-achievement/