Computer game development as a literacy activity

  • Authors:
  • Ron Owston;Herb Wideman;Natalia Sinitskaya Ronda;Christine Brown

  • Affiliations:
  • Institute for Research on Learning Technologies, York University, 4700 Keele St., TEL1029, Toronto, Ontario, Canada M3J1P3;Institute for Research on Learning Technologies, York University, 4700 Keele St., TEL1029, Toronto, Ontario, Canada M3J1P3;Institute for Research on Learning Technologies, York University, 4700 Keele St., TEL1029, Toronto, Ontario, Canada M3J1P3;Institute for Research on Learning Technologies, York University, 4700 Keele St., TEL1029, Toronto, Ontario, Canada M3J1P3

  • Venue:
  • Computers & Education
  • Year:
  • 2009

Quantified Score

Hi-index 0.00

Visualization

Abstract

This study examined computer game development as a pedagogical activity to motivate and engage students in curriculum-related literacy activities. We hypothesized that as a consequence, students would improve their traditional reading and writing skills as well as develop new digital literacy skills. Eighteen classes of grade 4 students were assigned to either an experimental or control group. Both groups studied the same curriculum unit over a 10week period, however, in addition the experimental group developed computer games related to the unit using a game development shell. An analysis of pre- and post-unit scores on two standardized literacy test batteries revealed that the experimental students performed significantly better on one of the subtests, a measure of logical sentence construction (p=.002). Field notes and teacher interview data indicated that game development helped improve student content retention, ability to compare and contrast information presented, utilize more and different kinds of research materials including digital resources, editing skills, and develop an insight into questioning skills.