Font Size: a A A

Powering-up in education: Assessing the effectiveness of playing educational computer games as a pedagogical technique based on students' motivation levels

Posted on:2011-11-17Degree:M.EdType:Thesis
University:York University (Canada)Candidate:Goldstein, MayaFull Text:PDF
GTID:2447390002961851Subject:Education
Abstract/Summary:
The emergence of new digital technologies has the potential to revolutionize the learning process (Resnick, 2002). The relevance of examining computer game-based instruction comes from the fact that it is often assumed to increase students' motivation to learn because "the process of playing games is engaging" (Prensky, 2002, p.6). As computer games are pervading the lives of young people today, educators are taking more interest in studying the application of computer games in the formal education setting.;The present research study explores whether or not playing educational computer games as a pedagogical activity, is an effective method to motivate and engage 11-12 year old Francophone students. Students' motivation levels (as per the framework of the ARCS Motivational Design Model) were investigated while students were immersed in a computer game-based collaborative learning environment. The study also considered other factors (i.e. gaming habits, use of technology, etc.) that mayor may not have an impact on motivation levels of students, as well as students' attitudes towards using computer games in a formal classroom setting. Transcripts of interviews with students and field notes from classroom observations were analyzed qualitatively.
Keywords/Search Tags:Games, Students, Playing
Related items