Article Review : Does Game-Based Learning Work? Results from Three Recent Studies
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Article Review : Does Game-Based Learning Work? Results from Three Recent Studies

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Article Review : Does Game-Based Learning Work? Results from Three Recent Studies Document Transcript

  • 1. Name of the Journal Does Game-Based Learning Work? Results from Three Recent Studies by Richard Blunt Issue / Volume Not stated Page Number 1 - 11 Prepared for Dr. Johan@Eddy Luaran Prepared by Nur Nabihah Binti Mohamad Nizar ( 2013151033 ) 1. Overview This article briefly about an initiative taken by Department of Defense (DoD) to train military more efficient, knowledgeable and flexible by using game-based learning for armed forces in order to increasing combat readiness. In these research, they want to know the difference in students' performance for those who are use video games in learning and who are not. It involves 3 types of students who are in Business and Technology course, 3rd year Economic course and 3rd year Management course. As a result, they found that students who are learn using video games can perform well compare to those who are not using video games. Based on the current issues, we can see that technology is everywhere. From the kids until adults they are used technology in their life either for the sake of work or as an entertainment but not all teachers are used it as a teaching aid in school although they have it. Minister of Education (Berita Harian, 2014) state that the academic achievement on mathematics subject in Sijil Pelajaran Malaysia (SPM) is decrease while others subject keep increasing. This might be due to the ways of teachers deliver the lesson and the student's understanding of the subject. If we can see, mathematics is one of the subject that are compulsory and related to be used in technology. In this era, technology is growing rapidly and learning techniques should also be developed in line with technology. Perhaps there should be another way of learning and teaching that can fit with students nowadays that more towards using technology. 2. A description of the methodology The research were conducted at East Coast University. It involves 3 types group of students which are 1028 student from 1st year business students, 556 student from 3rd year economics students and 578 student from 3rd year management students. The purpose of this research to identify the relationship between the use of video games and learning by using causal comparative approach. This approach are used to find out the effect ( test scores) and the possible causes ( game play ). To conduct this research, the instructor demographic for the three courses are chosen. For the business, economics and managements courses it involves 7 individual, 3 individual and 4 individual respectively as instructor that are not use games as teaching aid. In addition, there are also have instructor who used games during teaching process which are 4 individuals
  • 2. from business course, 2 individuals from economics and 5 individual from managements course. There are 3 study that are conducted based on 3 course are choosen. Study one involved 1028 students from 1st year business courses which 801 individual who are not use games as learning aids and 227 individual who are used. The purpose to examine the effectiveness of using video games as learning aids for the Introduction to Business and Technology class. One t-test have been done and as a result, around 92% of students who are used games can perform well in the test compare with who are not used which is 80% can perform. In addition, around 72% students who are used games got A's in the test while around 32% student who are not used games got A's.To be compare, there are no students who are used games as learning aids that failed in this test compare for those who are not used a games. Study two are among Economics students from different genders which are 73 individual female and 161 individual male who are not used game while 133 individual female and 189 individual male who are used game with total of sample 556 individual. The purpose is to find out the different between students who use games as learning aid and who are not by using statistical test. Result shown that females and males who are used games can perform well in the test compare with those who are not used. Based on the test score, around 82% students that used game got A's in the statistical test and around 42% students who are not used game got A's in the test and there are no students who are used games got grade D and F compare with students who are not used game which around 5% got D's and 10% got F's. Study three involved 578 Management students which are 252 individual are not used game as learning aid and 326 individual are used game. It involved students from 18 until 50 years old. The main purpose is the find out the academic achievement between students who are use video games and who are not by using ANOVA test. Result shown that female and male who are used game as learning aid can perform well compare those who are not used. There are around 75% individual who are used game got A's in the test and only 18% individual who are not used game got A's. Based on the findings, it clearly show that students who are used game as their leaning aid can perform well in academic achievement compare for those who are not use it.
  • 3. 3. An evaluation of the study 1. The researcher use a relevant research question based on the topic. Although he use 3 different type of sample but the purpose are same and he changes the type of test based on topic that relate for every courses. He use t-test for business students, statistic test for economic students and ANOVA test for management students. 2. In this research, i agree with the method that have been used which is causal comparative. By using this method we can find out the causes and effect of students' academic achievement. The causes is individual that used and not used game as learning aid and the effect is the test score that students achieve. 3. Based on the findings, as a conclusion game are proved as one of the learning aid that can be used to improve student's academic achievement. Students who are learn using game can get higher score compare who are not used game as learning aid. 4. The researcher only used causal comparative method to find out the findings. Perhaps, the researcher can use interview method also to let know why students do not use game as their learning aid because it proved that it is good for academic achievement. 5. In my opinion, the researcher is an ethical person because he does not shown the name of sample or expose the sample's identity. He just state in general how many individual that involved by using gender and other variables. 4. A Discussion Of Implications In 21st century there are a lots of changes in technology thereby the way of learning also should be improve to help students in learning process. As proved that game can help in order to improve student's achievement, i see that it is one of the learning aid that perhaps we can use in Malaysia to help students in learning process especially when Minister of Education had announced that the performance of students in Mathematics are decreased while other subject are keep increase. In this research had proved that learning games can improve test score on statistic test, and i think it is looks like mathematics subject. Perhaps one day this approach can be used widely in order to improve students achievement.