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EDET 780 Article Critique #1. Combining Software Games with Education: Evaluation of its Educational Effectiveness Jennifer Guest May 16, 2012. Article.
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EDET 780Article Critique #1 Combining Software Games with Education: Evaluation of its Educational Effectiveness Jennifer Guest May 16, 2012
Article • Virvou, M., Katsionis, G., & Manos, K. (2005). Combining Software Games with Education: Evaluation of its Educational Effectiveness. Educational Technology & Society, 8 (2), 54-65.
Research Objective • To find out whether the educational game was in fact more motivating while it was at least as effective with respect to students’ learning as the educational software with the conventional interface.
Methodology Setting: Greece Participants: 180 4th Grade Students from 12 classes Part 1: 90 students Part 2: 30 students Part 3: 30 students Part 4: 30 students • Study • Pre-test • Division of Sub-Groups • Tutorial Sessions • Post Tests • Student Interviews • Teacher Interviews
Findings • Students benefitted from both tutorials. • Part 1, 3, and 4 students showed greater improvement with VR-ENGAGE. • Students desired a more commercial feel. • Teachers noted improved behavior.
Implications • Interactive tutorial programs consistently enhance student learning. • Virtual gaming can be used as an effective medium for supplemental instruction. • Struggling learners can engage with the program, improving academic endeavors and classroom behavior.
Limitations & Extensions • Limitations: • One subject: Geography • Prior Gaming Experience • Extensions: • Other Subjects • Higher Grade Levels • Gender Implications
Conclusions • Virtual supplements can increase student achievement. • Resources should reflect learners. • Lower performing students may require additional stimuli.