The second self: computers and the human spirit
The second self: computers and the human spirit
Evaluating computer games for language learning
Simulation and Gaming
Language learning through computer adventure games
Simulation and Gaming
No one is making money in educational software
Communications of the ACM
Using situated learning and multimedia to investigate higher-order thinking
Journal of Interactive Learning Research
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
Tell Me a Story: A New Look at Real and Arfificial Memory: A New Look at Real and Artificial MEM
Tell Me a Story: A New Look at Real and Arfificial Memory: A New Look at Real and Artificial MEM
Mindstorms: children, computers, and powerful ideas
Mindstorms: children, computers, and powerful ideas
More than just fun and games: assessing the value of educational video games in the classroom
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Electromagnetism supercharged!: learning physics with digital simulation games
ICLS '04 Proceedings of the 6th international conference on Learning sciences
Effects of handheld games on students learning in mathematics
ICLS '06 Proceedings of the 7th international conference on Learning sciences
Young children's ability to use a computer mouse
Computers & Education
Making dead history come alive through mobile game-play
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Impasse-driven learning in the context of video games
Computers in Human Behavior
Game content creation and it proficiency: An exploratory study
Computers & Education
A lean online approach to human factors research
Proceedings of the 1st international conference on PErvasive Technologies Related to Assistive Environments
EGameFlow: A scale to measure learners' enjoyment of e-learning games
Computers & Education
Relationships Between Game Attributes and Learning Outcomes
Simulation and Gaming
Video-games: Do they require general intelligence?
Computers & Education
"My child will be respected": Parental perspectives on computers and education in Rural India
Information Systems Frontiers
An application of a game development framework in higher education
International Journal of Computer Games Technology - Game Technology for Training and Education
Game design from the lens of a student
Proceedings of the 46th Annual Southeast Regional Conference on XX
Design of educational multiplayer videogames: A vision from collaborative learning
Advances in Engineering Software
CSCL'09 Proceedings of the 9th international conference on Computer supported collaborative learning - Volume 1
Combining advanced learning technologies in an immigrant educational program
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Lecture quiz: a mobile game concept for lectures
SEA '07 Proceedings of the 11th IASTED International Conference on Software Engineering and Applications
Re-experiencing history in archaeological parks by playing a mobile augmented reality game
OTM'07 Proceedings of the 2007 OTM confederated international conference on On the move to meaningful internet systems - Volume Part I
Healthcare education with virtual-world simulations
Proceedings of the 2010 ICSE Workshop on Software Engineering in Health Care
Virtual games in social science education
Computers & Education
Extensive Evaluation of Using a Game Project in a Software Architecture Course
ACM Transactions on Computing Education (TOCE)
Learning in Single-Versus Multiplayer Games: The More the Merrier?
Simulation and Gaming
Practical, appropriate, empirically-validated guidelines for designing educational games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Design guidelines for Classroom Multiplayer Presential Games (CMPG)
Computers & Education
How digital scaffolds in games direct problem-solving behaviors
Computers & Education
Using game development to teach software architecture
International Journal of Computer Games Technology
Kodu game lab: improving the motivation for learning programming concepts
Proceedings of the 6th International Conference on Foundations of Digital Games
Engaging kids with the concept of sustainability using a commercial video game – a case study
Transactions on Edutainment III
Research of autonomous active control for virtual human based on emotion-driven model
Transactions on Edutainment III
Using computer games for youth development
Transactions on Edutainment III
Can we let computers change practice? Educators' interpretations of preschool tradition
Computers in Human Behavior
GamiCAD: a gamified tutorial system for first time autocad users
Proceedings of the 25th annual ACM symposium on User interface software and technology
Toward a Taxonomy Linking Game Attributes to Learning: An Empirical Study
Simulation and Gaming
AmbiLearn: Multimodal Assisted Learning
International Journal of Ambient Computing and Intelligence
Gamifying learning experiences: Practical implications and outcomes
Computers & Education
Evaluation of learning outcomes using an educational iPhone game vs. traditional game
Computers & Education
The effect of uncertainty on learning in game-like environments
Computers & Education
International Journal of Game-Based Learning
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Mate Marote: A flexible automated framework for large-scale educational interventions
Computers & Education
The periodic table of elements via an XNA-Powered serious game
Transactions on Edutainment IX
Detecting students' perception style by using games
Computers & Education
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The main objective of this study was to evaluate the effects of the introduction of educational videogames into the classroom, on learning, motivation, and classroom dynamics. These effects were studied using a sample of 1274 students from economically disadvantaged schools in Chile. The videogames were specifically designed to address the educational goals of the first and second years of school, for basic mathematics and reading comprehension. The sample was divided into experimental groups (EG), internal control groups (IC) and external control groups (EC). Students in the EG groups, used the experimental video games during an average of 30 h over a 3-month period. They were evaluated on their acquisition of reading comprehension, spelling, and mathematical skills, and on their motivation to use video games. Teachers' expectations of change due to the use of video games, their technological transfer, and handling of classroom dynamics, were assessed through ad hoc tests and classroom observations. The results show significant differences between the EG and IC groups in relation to the EC group in Math, Reading Comprehension and Spelling, but no significant differences in these aspects were found between the EG and the IC groups. Teacher reports and classroom observations confirm an improvement in motivation to learn, and a positive technological transfer of the experimental tool. Although further studies regarding the effects of learning through videogame use are imperative, positive effects on motivation and classroom dynamics, indicate that the introduction of educational video games can be a useful tool in promoting learning within the classroom.