Using Virtual Reality with and without Gaming Attributes for Academic Achievement
ARTICLE
Jennifer J. Vogel, Adams Greenwood-Ericksen, Jan Cannon-Bowers, Clint A. Bowers
Journal of Research on Technology in Education Volume 39, Number 1, ISSN 1539-1523
Abstract
A subcategory of computer-assisted instruction (CAI), games have additional attributes such as motivation, reward, interactivity, score, and challenge. This study used a quasi-experimental design to determine if previous findings generalize to non simulation-based game designs. Researchers observed significant improvement in the overall population for math skills in the non-game CAI control condition, but not in the game-based experimental condition. The study found no meaningful, significant differences in language arts skills in any of the conditions. This finding has implications for the design of future learning games, suggesting that a simulation-based approach should be integrated into the gaming technology. (Contains 4 tables.)
Citation
Vogel, J.J., Greenwood-Ericksen, A., Cannon-Bowers, J. & Bowers, C.A. (2006). Using Virtual Reality with and without Gaming Attributes for Academic Achievement. Journal of Research on Technology in Education, 39(1), 105-118. Retrieved August 14, 2024 from https://www.learntechlib.org/p/100734/.
ERIC is sponsored by the Institute of Education Sciences (IES) of the U.S. Department of Education.
Copyright for this record is held by the content creator. For more details see ERIC's copyright policy.
Keywords
Cited By
View References & Citations Map-
Application of an Online Interactive Simulation Tool to Teach Engineering Concepts Using 3D Spatial Structures
Brett Jones, School of Education, Department of Learning Sciences and Technologies, Virginia Tech, Blacksburg, VA, United States; Mehdi Setareh, School of Architecture and Design, Virginia Tech, Blacksburg, VA, United States; Nicholas Polys & Felipe Bacim, Advanced Research Computing, Department of Computer Science, Virginia Tech, Blacksburg, VA, United States
International Journal of Web-Based Learning and Teaching Technologies Vol. 9, No. 3 (July 2014) pp. 18–36
-
Fifth Graders' Flow Experience in a Digital Game-Based Science Learning Environment
Meixun Zheng, The Friday Institute for Educational Innovation, North Carolina State University, Raleigh, NC, United States; Hiller Spires, Friday Institute for Educational Innovation, North Carolina State University, Raleigh, NC, United States
International Journal of Virtual and Personal Learning Environments Vol. 5, No. 2 (April 2014) pp. 69–86
-
Learning Data Visualization through Virtual Reality
William Sause, Joseph Woodside & Shahram Amiri, Stetson University, United States
EdMedia + Innovate Learning 2017 (Jun 20, 2017) pp. 401–406
-
Gaming Research for Technology Education
Aaron Clark & Jeremy Ernst
Journal of STEM Education Vol. 10, No. 1 (2009)
-
Applying Virtual Reality to Business Simulations for E-Learning
William Sause, Joseph Woodside & Shahram Amiri, Stetson University, United States
EdMedia + Innovate Learning 2016 (Jun 28, 2016) pp. 1720–1724
-
Technology and Language Arts: A good recipe for one adolescent girl!
Christine Anderson, Western Illinois University, United States; Laura Kieran, Drake University, United States
Society for Information Technology & Teacher Education International Conference 2016 (Mar 21, 2016) pp. 2746–2755
These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact info@learntechlib.org.