The Effectiveness of Digital Game-Based Learning
Xi Chen, Tianlan Wei, Tammy-Lynne Moore, Dmitry Panyukov, Feiya Xiao, Texas Tech University, United States
Society for Information Technology & Teacher Education International Conference, in Jacksonville, Florida, United States ISBN 978-1-939797-07-0 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA
There is increasingly number of the young generation engaged in playing video games. As technology developed, the appeal of video games has become an ever-increasing competitor with student engagement in schoolwork. Educational software today allows for differentiation in challenge level, allowing students to meet start at an optimal level of difficulty, track their progress, receive instantaneous feedback, and increase their intrinsic. There are previous study found that video games can impact positively on problem solving skills, broader knowledge acquisition motivation and engagement. Some study proved that interactive games or simulations, compared to those using traditional methods for instruction. This study is to investigate the effectiveness of game based learning about increasing student engagement in their studies, and the improvement of students learning outcome.
Chen, X., Wei, T., Moore, T.L., Panyukov, D. & Xiao, F. (2014). The Effectiveness of Digital Game-Based Learning. In M. Searson & M. Ochoa (Eds.), Proceedings of SITE 2014--Society for Information Technology & Teacher Education International Conference (pp. 625-630). Jacksonville, Florida, United States: Association for the Advancement of Computing in Education (AACE).
© 2014 Association for the Advancement of Computing in Education (AACE)