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Journal ArticleDOI

A case study of computer gaming for math: Engaged learning from gameplay?

Fengfeng Ke
- 01 Dec 2008 - 
- Vol. 51, Iss: 4, pp 1609-1620
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TLDR
The results indicated that students developed more positive attitudes toward math learning through five-week computer math gaming, but there was no significant effect of computer gaming on students' cognitive test performance or metacognitive awareness development.
Abstract
Employing mixed-method approach, this case study examined the in situ use of educational computer games in a summer math program to facilitate 4th and 5th graders' cognitive math achievement, metacognitive awareness, and positive attitudes toward math learning. The results indicated that students developed more positive attitudes toward math learning through five-week computer math gaming, but there was no significant effect of computer gaming on students' cognitive test performance or metacognitive awareness development. The in-field observation and students' think-aloud protocol informed that not every computer math drill game would engage children in committed learning. The study findings have highlighted the value of situating learning activities within the game story, making games pleasantly challenging, scaffolding reflections, and designing suitable off-computer activities.

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Journal ArticleDOI

Our Princess Is in Another Castle: A Review of Trends in Serious Gaming for Education

TL;DR: This paper found some evidence for the effects of video games on language learning, history, and physical education (specifically exergames), but little support for the academic value of games in science and math.
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Serious Games as New Educational Tools: How Effective Are They? A Meta-Analysis of Recent Studies.

TL;DR: The objective was to review the results of experimental studies designed to examine the effectiveness of VGs and SGs on players' learning and engagement and stress the limitations of the existing literature and make a number of suggestions for future studies.
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Students' perceptions about the use of video games in the classroom

TL;DR: A path model to examine and predict student acceptance of video games is proposed, and empirically tested by involving 858 secondary school students show that students' preference for using video games in the classroom is affected directly by a number of factors.
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The wear out effect of a game-based student response system

TL;DR: The results show a slight reduction in the students motivation and engagement, but the game-based student response system Kahoot! managed to boost students engagement, motivation and learning after using it repeatedly for five months.
Journal ArticleDOI

Gameplay Engagement and Learning in Game-Based Learning A Systematic Review

TL;DR: In this paper, game design features that promote engagement and learning in game-based learning (GBL) settings were investigated, and a set of general recommendations for GBL instructional design was developed.
References
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