Investigating the impact of video games on high school students’ engagement and learning about genetics

The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology’s efficacy. This quasi-experimental study evaluated a teacher created vi...

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Published in:Computers and education Vol. 53; no. 1; pp. 74 - 85
Main Authors: Annetta, Leonard A., Minogue, James, Holmes, Shawn Y., Cheng, Meng-Tzu
Format: Journal Article
Language:English
Published: Elsevier Ltd 01.08.2009
Elsevier
Subjects:
ISSN:0360-1315, 1873-782X
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Abstract The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology’s efficacy. This quasi-experimental study evaluated a teacher created video game on genetics in terms of its affective and cognitive impact on student users. While statistical results indicated no differences ( p > .05) in student learning as measured by our instrument, there were significant differences ( p < .05) found in the participants’ level of engagement while interfacing with the video game. Implications on this emerging line of inquiry are discussed.
AbstractList The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology’s efficacy. This quasi-experimental study evaluated a teacher created video game on genetics in terms of its affective and cognitive impact on student users. While statistical results indicated no differences ( p > .05) in student learning as measured by our instrument, there were significant differences ( p < .05) found in the participants’ level of engagement while interfacing with the video game. Implications on this emerging line of inquiry are discussed.
The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology's efficacy. This quasi-experimental study evaluated a teacher created video game on genetics in terms of its affective and cognitive impact on student users. While statistical results indicated no differences (p greater than 0.05) in student learning as measured by our instrument, there were significant differences (p less than 0.05) found in the participants' level of engagement while interfacing with the video game. Implications on this emerging line of inquiry are discussed. (Contains 3 tables and 1 figure.)
The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology's efficacy. This quasi-experimental study evaluated a teacher created video game on genetics in terms of its affective and cognitive impact on student users. While statistical results indicated no differences (p>.05) in student learning as measured by our instrument, there were significant differences (p<.05) found in the participants' level of engagement while interfacing with the video game. Implications on this emerging line of inquiry are discussed.
Audience Elementary Secondary Education
High Schools
Secondary Education
Author Annetta, Leonard A.
Cheng, Meng-Tzu
Minogue, James
Holmes, Shawn Y.
Author_xml – sequence: 1
  givenname: Leonard A.
  surname: Annetta
  fullname: Annetta, Leonard A.
  email: len_annetta@ncsu.edu
– sequence: 2
  givenname: James
  surname: Minogue
  fullname: Minogue, James
– sequence: 3
  givenname: Shawn Y.
  surname: Holmes
  fullname: Holmes, Shawn Y.
– sequence: 4
  givenname: Meng-Tzu
  surname: Cheng
  fullname: Cheng, Meng-Tzu
BackLink http://eric.ed.gov/ERICWebPortal/detail?accno=EJ836744$$DView record in ERIC
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Issue 1
Keywords Interactive learning environments
Applications in subject areas
Secondary education
Pedagogical issues
Virtual reality
Language English
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Snippet The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing,...
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SubjectTerms Applications in subject areas
Educational Games
Educational Technology
Genetics
High School Students
Instructional Effectiveness
Interactive learning environments
Learner Engagement
Pedagogical issues
Program Effectiveness
Quasiexperimental Design
Science Instruction
Secondary education
Teacher Developed Materials
Video Games
Virtual reality
Title Investigating the impact of video games on high school students’ engagement and learning about genetics
URI https://dx.doi.org/10.1016/j.compedu.2008.12.020
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Volume 53
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