The effectiveness of games for educational purposes: a review of recent research
Simulation and Gaming
Multimedia for Learning: Methods and Development
Multimedia for Learning: Methods and Development
Motivation and failure in educational simulation design
Smart machines in education
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Developing creativity, motivation, and self-actualization with learning systems
International Journal of Human-Computer Studies - Special issue: Computer support for creativity
Effectiveness of using a video game to teach a course in mechanical engineering
Computers & Education
A study of learning performance of e-learning materials design with knowledge maps
Computers & Education
The values of college students in business simulation game: A means-end chain-approach
Computers & Education
Educational computer game design model for Malaysian science and technology classroom
SEPADS'12/EDUCATION'12 Proceedings of the 11th WSEAS international conference on Software Engineering, Parallel and Distributed Systems, and proceedings of the 9th WSEAS international conference on Engineering Education
Journal of Network and Computer Applications
Ludic Learning: Exploration of TLE TeachLivETM and Effective Teacher Training
International Journal of Gaming and Computer-Mediated Simulations
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Does using a computer game improve students' motivation to learn classroom material? The current study examined students' motivation to learn history concepts while playing a commercial, off-the-shelf computer game, Civilization III. The study examined the effect of using conceptual scaffolds to accompany game play. Students from three ninth-grade classrooms were assigned to one of three groups: one group used an expert generated concept map, one group constructed their own concept maps, and a control group used no map. It was predicted that the use of concept maps would enhance the educational value of the game playing activity, in particular students' motivational levels; however, the opposite happened. Students who used a concept map showed lower motivation on the task relative to their baseline motivation for regular classroom instruction. In contrast, the levels of motivation in playing the game, for students in the control group, met or exceeded their levels of motivation during regular classroom instruction. These results suggest that using a conceptual scaffold can decrease students' motivation to learn classroom material through game play, perhaps because conceptual maps can (a) focus students' attention on the difficulty of learning the concepts and on the extrinsic rewards for playing the game and (b) make game play less autonomous, less creative, and less active. All of these can negate the primary property that provides playing its principal potential pedagogical power: fun.