Minds in Play: Computer Game Design as a Context for Children's Learning
Minds in Play: Computer Game Design as a Context for Children's Learning
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Unpacking the potential of educational gaming: A new tool for gaming research
Simulation and Gaming
Computer game design: Opportunities for successful learning
Computers & Education
Computer game development as a literacy activity
Computers & Education
Smart utilization of tertiary instructional modes
Computers & Education
Conferences and video lectures; scientific educational games
Communications of the ACM
The influence of student characteristics on the use of adaptive e-learning material
Computers & Education
Children learning computer science concepts via Alice game-programming
Proceedings of the 43rd ACM technical symposium on Computer Science Education
Making games in the classroom: Benefits and gender concerns
Computers & Education
Digital educational game value hierarchy from a learners' perspective
Computers in Human Behavior
Team knowledge with motivation in a successful MMORPG game team: A case study
Computers & Education
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In this study the effects of two different interactive learning tasks, in which simple games were included were described with respect to student motivation and deep strategy use. The research involved 235 students from four elementary schools in The Netherlands. One group of students (N = 128) constructed their own memory 'drag and drop' game, whereas the other group (N = 107) played an existing 'drag and drop' memory game. Analyses of covariance demonstrated a significant difference between the two conditions both on intrinsic motivation and deep strategy use. The large effect sizes for both motivation and deep strategy use were in favour of the construction condition. The results suggest that constructing a game might be a better way to enhance student motivation and deep learning than playing an existing game. Despite the promising results, the low level of complexity of the games used is a study limitation.