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Educational (Computer) Game Effectiveness. Neil M. Redfield John Jay Science and Engineering Academy Diane L. Gaither StMU Southwest Research Institute Carol L. Redfield, Ph.D. St. Mary’s University (StMU). Games and Computers. Games have been played for centuries
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Educational (Computer) Game Effectiveness Neil M. Redfield John Jay Science and Engineering Academy Diane L. Gaither StMU Southwest Research Institute Carol L. Redfield, Ph.D. St. Mary’s University (StMU)
Games and Computers • Games have been played for centuries • for many purposes • A game is educational when • one goal is to learn or practice something • remember playing concentration? • Computer games around since 1970’s • multi-billion dollar industry • more money in computer gaming than in movies!
Study at SITE 1999 • Educational Software exists – TEKS topics • Reading • Writing • Languages • Art and music • Health and physical education • Business and living skills • Social studies • history, geography • Mathematics • Science • physics, astronomy, chemistry, biology, computers • Areas not cover then, are now • Physical education, • English as a 2nd language • Texas history
Where to Get Computer Tutors • CD-Rom – many are $10-40 US – example companies • The Learning Company / Riverdeep • Knowledge Adventure • On-line – many are free – examples • www.FunBrain.com • www.FunSchool.com • Searchable Databases • www.wingz2fly.com/GameSurvey 1000+ • made by Ms Diane Gaither and Dr Redfield • http://eddata.fnal.gov/lasso/espg/searchespg/Search.html
Software Recommendations • Reading • Reader Rabbit • Writing • Maestro • Mathematics • Math Blaster • Science • Zap!, Magic School Bus • Social Studies • Wonders of the Ancient World • Art and Music • Band in a Box • Business • Rollercoaster Tycoon
Learning Effectiveness • Few effectiveness studies have been done on educational computer software • pre-test, post-test, control group, sig. difference • A few exceptions • Electro Adventure, Navy Research Labs • Reader Rabbit by the Learning Company • Maestro by TutorTek • ISIS by TutorTek • After another survey in 2005 was done, • and a we add another effectiveness study
Survey of Electronic Games that Teach • SITE 2006 paper • Survey existing computer games • all platforms • all ages • all subjects • Looked for effectiveness studies • Made the results accessible on Web
The Survey • 1003 games recorded and put into database • Web page created www.wingz2fly.com/GameSurvey • data analyzed • Some results • most educational computer games are on Windows • some are available on Macintosh platforms • no console games at the time • Playstation II, GameCube, X-box, and Nintendo DS (handheld) • now 1 game for a handheld • Brain Age – Nintendo DS • no scientific effectiveness studies done at that time
Topics and levels (28) (68) (711)
Study Set-up • We wanted to answer the call to study the effectiveness of a computer game • Selected Algebra 1 • fairly consistent content around the United States • required in Texas • many students available • Developed test for pre- and post- from TEKS • 25 multiple choice questions • reviewed by 4 math teachers • Reviewed 9 titles – students and teachers • easy to use • available to buy • able to run on Windows XP (4 did)!
Math Blaster Algebra Content • Understanding algebraic expressions and equations • Working with ratio, proportion and percent • Plotting points on a graph • Factoring polynomials • Applying the order of operations • Exploring inequalities and quadratic equations • Building and solving equations
Science Fair ProjectAlgebra: Not the Same Old Game John Jay Science and Engineering Academy
Introduction and Purpose • Educational computer games are used • - Reader Rabbit • No public effectiveness studies performed • The purpose of this experiment was to determine if an educational computer game • - Math Blaster Algebra • is effective in increasing • - knowledge and • - understanding • in a student’s first year of algebra.
Procedures • 42 students self-selected to participate • Students split into test and control groups • Students took a pre-test of algebra 1 • Students in test group were given • a copy of the game Math Blaster Algebra to play and • a sheet to record their times • Students played for a 5 week period • Students took a post-test • Students grade averages were collected • 1st grading period • 3rd grading period progress report • Data analyzed in Excel – 33 t-Tests
Some Tests Performed of 33 Two-Sample Assuming Equal Variances Post-test Pre to Post Difference Paired Two Sample for Means Study Score Known Questions Control Score Known Questions
Results of Analysis • No correlation between time played and performance in class • No significant results on grades • Increase of 9% (2¼ points) on post-test of study group compared to control group • Increase of 6% (1½ points) for questions ofknown content
Conclusions • Math Blaster Algebra increased test scores and understanding of algebra for students. • There was an increase in understandingof linear equations, specifically identifying characteristics and manipulating variables. • Educational computer games may provide a motivation and incentive for spending more time on the task of learning and playing around with whatever topic that is embedded in the game.
Further Research & Applications • Students at Jay SEA still playing • Could also study • larger subject group • controlled/monitored environment to play • other games and subject areas • This work could provide • alternative teaching/learning methods • make studying fun • Let your kids play!