This document provides an overview of digital gaming in the United States and its potential benefits for education. It notes that over 174 million Americans play digital games for around 3 billion hours per week. While gaming is popular among students, it is rarely used in schools. The document reviews research showing games can improve student engagement, problem-solving skills, and collaboration. However, most studies on digital gaming in education have focused on student perceptions rather than teacher perceptions. This study aims to address that gap by evaluating teacher and administrator perceptions of digital games and how those perceptions impact their implementation in the classroom. The goal is to add to the literature on how educator perceptions affect the use of games in schools.
Literature Review: Commercial Video Games In Classroom EducationMax Lieberman
This is a review of the literature concerning the use of commercial video and computer games in classroom education. Though focused primarily on academic research published in peer-reviewed journals, the review is supplemented by information available in non-peer-reviewed studies, unpublished academic papers, news stories and other venues. This review is structured to address several key points regarding the pedagogical use of video games. The first section briefly summarizes some of the arguments for the educational use of video games. The second section examines the evidence that commercial games—games created and sold primarily as entertainment products—have pedagogical advantages over games created by educators. The third section describes ways that commercial games are used to teach in the classroom. Finally, the fourth section identifies patterns in the literature and points out opportunities for useful further research. While historical perspectives on this question are interesting, this review focuses primarily on literature from the past ten years.
Literature review on the use of video games in humanities educationMax Lieberman
A small-scale literature review on the use of video games in humanities education, conducted with an eye to identifying best practices for the classroom use of games technology. Includes suggestions for future research.
Multi-User Virtual Environment Platforms for English as a Second Language Edu...Max Lieberman
A draft of a literature review I'm working on.
ABSTRACT:
Interest in the use of online virtual worlds for education continues to grow, but the research literature to date is composed largely of small-scale case studies. This review interprets the results of these studies in order to answer questions about competing virtual world technologies. Questions considered include whether there are clear advantages common to all virtual world technologies; whether some programs work better than others; whether students respond better to massively multiplayer online games (MMOGs) or to non-game MUVEs; and whether the literature is sufficient to define a set of best practices for working with virtual worlds. This review focuses on English as a Second Language (ESL) education using virtual worlds in order to minimize problems of content alignment, but supplementary materials on other educational uses of virtual world technology are included for background and to fill gaps in the literature.
Research proposal: Video games as texts in college english coursesMax Lieberman
A research proposal for a pilot study on the use of video games as texts in college-level English courses. Focuses on the video game BioShock.
I'm open to comments and critiques. This isn't ready for submission yet.
A learning upgrade - gender and ICT in education
Presented at the Learning and Teaching with Technology Conference (September 2012) by Gerry White, ACER.
Literature Review: Commercial Video Games In Classroom EducationMax Lieberman
This is a review of the literature concerning the use of commercial video and computer games in classroom education. Though focused primarily on academic research published in peer-reviewed journals, the review is supplemented by information available in non-peer-reviewed studies, unpublished academic papers, news stories and other venues. This review is structured to address several key points regarding the pedagogical use of video games. The first section briefly summarizes some of the arguments for the educational use of video games. The second section examines the evidence that commercial games—games created and sold primarily as entertainment products—have pedagogical advantages over games created by educators. The third section describes ways that commercial games are used to teach in the classroom. Finally, the fourth section identifies patterns in the literature and points out opportunities for useful further research. While historical perspectives on this question are interesting, this review focuses primarily on literature from the past ten years.
Literature review on the use of video games in humanities educationMax Lieberman
A small-scale literature review on the use of video games in humanities education, conducted with an eye to identifying best practices for the classroom use of games technology. Includes suggestions for future research.
Multi-User Virtual Environment Platforms for English as a Second Language Edu...Max Lieberman
A draft of a literature review I'm working on.
ABSTRACT:
Interest in the use of online virtual worlds for education continues to grow, but the research literature to date is composed largely of small-scale case studies. This review interprets the results of these studies in order to answer questions about competing virtual world technologies. Questions considered include whether there are clear advantages common to all virtual world technologies; whether some programs work better than others; whether students respond better to massively multiplayer online games (MMOGs) or to non-game MUVEs; and whether the literature is sufficient to define a set of best practices for working with virtual worlds. This review focuses on English as a Second Language (ESL) education using virtual worlds in order to minimize problems of content alignment, but supplementary materials on other educational uses of virtual world technology are included for background and to fill gaps in the literature.
Research proposal: Video games as texts in college english coursesMax Lieberman
A research proposal for a pilot study on the use of video games as texts in college-level English courses. Focuses on the video game BioShock.
I'm open to comments and critiques. This isn't ready for submission yet.
A learning upgrade - gender and ICT in education
Presented at the Learning and Teaching with Technology Conference (September 2012) by Gerry White, ACER.
Social networking sites like Facebook, YouTube, Instagram, Google+ Twitter and etc; are becoming an integral part of students' lives in
Egypt. This study attempts to investigate the student’s perception of social networks as a learning tool. A survey was conducted by 757
questionnaires given to a sample of students of different ages and genders representing various colleges in Egypt during the academic
year 2016/2017. SPSS is used to analyze the collected data. The results show that most of students are using social networks in their
learning, moreover the result support the advantages of social networks in learning and don’t show any apparent disadvantages.
DETERMINE THE USE OF SMARTPHONES IN THE CLASSROOM TO ENHANCE STUDENTS LEARNIN...ArtisMcCoy2014
The study utilizes three groups of students; two groups which are the sample pool and a third group as the control group. The intent of the project is to determine if the use of smartphones in the classroom enhance students learning the content. To determine this; surveys, interviews, and assessments were used. Host school: Lamar University at
Beaumont, Texas, 2013 by Artis R. McCoy(www.mccoyartis
@yahoo.com).
The fast development of information, communication
and technologies (ICT) has initiated an unparalleled
transformation in universities all over the world. This
development of technology and learning is offering new
techniques to represent knowledge, new practices, and new global
communities of students. E -learning is now increasing as the
advance model for teaching and learning process in higher
education. However, the integration of e-learning system in
higher education is not an easy task because of some challenges.
The aim of this paper is to analyses the impacts of demographic
factors of students on their attitudes towards e-learning. Student
attitudes and beliefs towards e-learning are regarded as success
determinants of future e-learning initiatives. An analysis of
relationships between student attitudes towards e-learning and
their demographic characteristics: gender, study year, study
program and e-learning knowledge is also included. The study
was conducted for measuring the attitude of university students
towards e -learning in University of Tetovo by taking 223
students from different study program and different study year.
In this paper was used questionnaire to collect data from a
sample of undergraduate students. Statistical techniques are used
for the analyses of data. The result revealed that students’ have
high attitude towards e-learning and their attitude scores did not
differ significantly according to gender, but on the other hand
results indicate there was difference according to study year,
study program and e-learning knowledge of students . The
reported findings might be of interest to academics,
administrators, and decision-makers involved in planning,
developing and implementation of future e-learning strategies in
Macedonia and similar developing countries. The obtained data,
from such study, can provide information about what academic
institutions can do before implementing e-learning to reduce and
overcome the challenges in implementing e-learning in
universities.
The aim of this study is to assess the use of MinecraftEdu in classroom practice analyzing the outcomes and
attitudes of all members of the educational community through a quasi-experimental approach. The research
presents three dimensions oriented to assessing the use of this application in a didactic unit “History and
Architecture” compared through statistical inference (t-student) to a control group that develops the same unit
with slides and traditional expositional methods. The second dimension values the attitudes of teachers, students
and parents regarding the implementation of video games in formal education using descriptive analysis and
nonparametric statistical inference through the Jonckheere-Terpstra test and the Kruskal-Wallis test, which
allows each group ranks to be compared. The third dimension analyzes interactions in a virtual learning
environment related to the implementation of MinecraftEdu. Although there are no significant improvements
regarding academic outcomes and some parents hold negative attitudes, it is noteworthy that the majority of the
sample considered that MinecraftEdu is fun, enhances creativity, develops discovery and is a good application
for creating and exploring immersive historical environments.
Social networking sites like Facebook, YouTube, Instagram, Google+ Twitter and etc; are becoming an integral part of students' lives in
Egypt. This study attempts to investigate the student’s perception of social networks as a learning tool. A survey was conducted by 757
questionnaires given to a sample of students of different ages and genders representing various colleges in Egypt during the academic
year 2016/2017. SPSS is used to analyze the collected data. The results show that most of students are using social networks in their
learning, moreover the result support the advantages of social networks in learning and don’t show any apparent disadvantages.
DETERMINE THE USE OF SMARTPHONES IN THE CLASSROOM TO ENHANCE STUDENTS LEARNIN...ArtisMcCoy2014
The study utilizes three groups of students; two groups which are the sample pool and a third group as the control group. The intent of the project is to determine if the use of smartphones in the classroom enhance students learning the content. To determine this; surveys, interviews, and assessments were used. Host school: Lamar University at
Beaumont, Texas, 2013 by Artis R. McCoy(www.mccoyartis
@yahoo.com).
The fast development of information, communication
and technologies (ICT) has initiated an unparalleled
transformation in universities all over the world. This
development of technology and learning is offering new
techniques to represent knowledge, new practices, and new global
communities of students. E -learning is now increasing as the
advance model for teaching and learning process in higher
education. However, the integration of e-learning system in
higher education is not an easy task because of some challenges.
The aim of this paper is to analyses the impacts of demographic
factors of students on their attitudes towards e-learning. Student
attitudes and beliefs towards e-learning are regarded as success
determinants of future e-learning initiatives. An analysis of
relationships between student attitudes towards e-learning and
their demographic characteristics: gender, study year, study
program and e-learning knowledge is also included. The study
was conducted for measuring the attitude of university students
towards e -learning in University of Tetovo by taking 223
students from different study program and different study year.
In this paper was used questionnaire to collect data from a
sample of undergraduate students. Statistical techniques are used
for the analyses of data. The result revealed that students’ have
high attitude towards e-learning and their attitude scores did not
differ significantly according to gender, but on the other hand
results indicate there was difference according to study year,
study program and e-learning knowledge of students . The
reported findings might be of interest to academics,
administrators, and decision-makers involved in planning,
developing and implementation of future e-learning strategies in
Macedonia and similar developing countries. The obtained data,
from such study, can provide information about what academic
institutions can do before implementing e-learning to reduce and
overcome the challenges in implementing e-learning in
universities.
The aim of this study is to assess the use of MinecraftEdu in classroom practice analyzing the outcomes and
attitudes of all members of the educational community through a quasi-experimental approach. The research
presents three dimensions oriented to assessing the use of this application in a didactic unit “History and
Architecture” compared through statistical inference (t-student) to a control group that develops the same unit
with slides and traditional expositional methods. The second dimension values the attitudes of teachers, students
and parents regarding the implementation of video games in formal education using descriptive analysis and
nonparametric statistical inference through the Jonckheere-Terpstra test and the Kruskal-Wallis test, which
allows each group ranks to be compared. The third dimension analyzes interactions in a virtual learning
environment related to the implementation of MinecraftEdu. Although there are no significant improvements
regarding academic outcomes and some parents hold negative attitudes, it is noteworthy that the majority of the
sample considered that MinecraftEdu is fun, enhances creativity, develops discovery and is a good application
for creating and exploring immersive historical environments.
Qualitative Research on Computer Gaming (Practical Research 1)Amino Domado
This is not the FINAL version of our paper because it was deleted on my PC.
There are few grammatical errors because, again, it is not the FINAL revision.
If you found some useful piece of our research, please do consider citing us in your paper.
Video games is a fast growing industry all over the world. Amount of time and money spent on the games industry cannot stay without our attention. Video games have interest and attention of school aged youth. Which make us think of the possibility of using video games in learning process, particularly in educational institutions.I discuss influence of video games and concentrate on learning through video games and its main learning principles. My essay is mainly based on J.P. Gee works.
The Oxymoron of Serious Games in eLearning: Gender Differences from an Intern...Dr Poonsri Vate-U-Lan
This research study examined gender attitudes towards playing serous games in eLearning contexts as there is a lack of
comprehensive reports and academic commentary on how to apply and link serious games effectively to learning. The results
were based on a large scale Internet-based survey, which involved 803 participants drawn from every region in Thailand. Sixtyone
per cent of participants were females (61.2%) and the majority of them were teenagers and adult (36.8% and 24.1%
respectively). The survey sought information on participants’ attitudes and behaviours related to their computer game
preferences, game-playing habits and their attitudes to playing computer games. A 5-point Likert scale in comparing the two
gender groups was used. The study addressed its core research question: what are the attitudes and behaviours of each gender
group towards playing educational computer games? Sub questions were asked complementing the overall question and are
elaborated upon in the text. The research results showed that participants chose both virtual game activity on the computer and
actual activity in reality as their favourite activity on an equal basis (39.8%). The actual activity was slightly preferred rather than
the virtual game (29.2% and 24.6% respectively). Almost half the participants chose only an entertaining computer game while a
minority preferred to play educational computer games (49.2% and 15.1% respectively). Actually playing computer games
generated both high levels of positive engagement and anxiety that were blended responses - as opposed to being separate.
Computer games are played for their relaxation but increasing risks of eyestrain featured in this research. The research findings
confirmed that females thought differently about playing computer games to their male counterparts.
EXPLORING THE POTENTIAL USE OF GAME WALKTHROUGH IN EDUCATION: COMPARISON OF V...IJITE
The advantages of using serious games for education have already been proven in many studies, especially
narrative VR games, which allow players to remember more information. On the other hand, game
walkthrough can compensate for the disadvantages of gaming, such as pervasiveness and convenience.
This study investigates whether game walkthrough of serious games can have the same learning effect as
serious games. Use game creation (samples) and questionnaires, this study will compare the information
that viewers remember from game walkthrough and actual game play, analyze their strengths and
weaknesses, and examine the impact of the VR format on the results. The results proved that while game
walkthrough allows subjects to follow the experiences of actual game players with a certain degree of
empathy, they have limitations when it comes to compare with actual gameplay, especially when it comes
to topics that require subjects to think for themselves. Meanwhile game walkthrough of VR game is not a
medium suitable for making the receiver memorize information. For prevalence and convenience, however,
serious games walkthrough is a viable educational option outside the classroom.
Computer GameStudents NameCourse Name and NumberInstructor.docxmccormicknadine86
Computer Game
Students Name:
Course Name and Number:
Instructor Name:
Institution Name:
Date Submitted:
Introduction
With the increased forms of PC games such as Pong, league of legends and online games, computer games have turned to be the most influential and profitable kind of business and entertainment today. However, following a recent finding, computer games have turned out to be one of the most addictive games for both youths and parents as many are played Universities and homes hence the disadvantages outweigh the advantages. According to Nieborg and de Kloet (2016) claim that the computer games market has developed and kept on growing at a phenomenal speed in the Scandinavian regions, not forgetting Sweden at large as it is so admired leisure activity among children, adolescents, and some parents.
Aim
This research aims to find out the disadvantages of computer gaming among children and adolescents. Furthermore, it tries to explain why children and adolescents turned out to be addicted while examining the social norms as well as the day-to-day habits of the addicts.
The research Questions
a) How did children and adolescents turn out to be addicted to computer games?
b) What are the disadvantages of computer games?
Preliminary Findings/ideas and approaches
Through the employment of qualitative research, which is a kind of social science research that gathers and performs well with non-numerical data as well as helps to interpret significance from these data that assist us to comprehend social life conduct through the research of targeted populations or areas. We, therefore, assess ethical concerns, trustworthiness and the legitimacy of the research
The findings showed that children and adolescents play computer games compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements instead of out-game life events like playing soccer, athletics, as well as socializing with relatives and friends. Also, the computer game addicts tend to value so much the indoor computer game compared to out-door field and track events. According to Grüsser and colleagues (2006) pinpoint that individuals having computer gaming addiction may be suffering from a real mental health disorder that may be problematic due to compulsive utilize of the computer.
Additionally, the finding showed that other admired computer games encourage violence and crime thus children and adolescents who mature playing these kinds of games can get involved in anti-social conducts and although they do not exactly turn out to be criminals, they can still demonstrate disrespect for moral values in the future.
The issue is worth Investigating
Finally, the issue is worth researching because after analyzing the benefits and shortcomings of playing computer games, it is clear to see that the shortcomings outweigh the benefits. In my view, guardians should limit the period their children, as well as adolescents, spend on playing comput ...
A SYSTEMATIC REVIEW OF GAMES FOR LEARNING CHINESEijejournal
Education has become more digitalised, especially during the Covid-19 pandemic, and learning Chinese language is not an exception. Educational games, some of them based on artificial intelligence, have been designed for learning languages. This systematic review aims to examine recent (from 2017 to 2022) research published in Science Direct and Scopus databases on the use and impact of educational games, specifically in Chinese language learning. The in-depth review of 28 studies shows that games are effective tools for Chinese learning that impact students’ motivation, self-efficacy progress, and learning satisfaction. However, more in-depth research should measure this impact.
Digital educational game: pedagogical design and development
Chapter One to be added to dissertation
1. Chapter One – Introduction
Overview
Over 174 million digital gamers are in the United States and roughly three billion
hours per week are dedicated to playing digital games worldwide (McGonigal, 2011).,
According to a report from the Corporation for Public Broadcast (2003) children ages 13
to 17 are spending more time using digital media (three and one-half hours) than
watching television (three and one-tenth hours), and children ages 8 to 18 are spend
roughly 50 minutes a day playing video games. A Pew Research Center Publication
(Lenhart, et al., 2008) survey discovered that 97% teenagers between the ages of 12 and
17 years of age play video games on either a computer console or a cell phone. This
survey also indicated that nearly three-fourths of these teenagers play computer games or
video games with someone else (Lenhart, et al., 2008). Gee (2007b) asserted that a key
foundation of good digital games force players to work collaboratively. The Federation
of American Scientists (2006) stated that due to the increasing popularity and benefits
associated with electronic games, it stands to reason that digital media should be put to
greater use in schools. The Federation of American Scientists suggests that adolescents
themselves are already seeing the value of digital media to further their own learning, yet
despite this popularity gaming is rarely used in schools.
Over the past ___ years a plethora of research has indicated that when students are
engaged in digital games in the classroom, the results can overcome the shortfalls that
educational experts claim exist within the American education system (LIST AT LEAST
5 SOURCES SPANNING THE PAST 10 YEARS). According to Prensky (2001) and
Schaffer (2006), the American education system is not producing the desired results as
2. evidenced by low tests scores, high drop-out rates, student boredom, and inadequate work
force skills Additionally, leaders in the digital gaming industry theorized that the use of
digital games will improve the United States' education system, and provide students with
the necessary skills to be productive in the 21st century (Federation of American
Scientists, 2005; Girard, 2007). Prensky (2006) argued that those who are playing digital
games are the ones excelling in today's workforce.
According to McGonigal (2011), gaming is more than just fun, it is a necessity.
She stated that people are choosing to play digital games, because they are “fulfilling a
genuine human need that the real world is currently unable to satisfy" (p. 4). According
to Gee (2007), the reason that people enjoy playing digital games is because they are
designed with the principles of human learning in mind. Gee explained that good digital
games are designed much like the best instruction for a science course; one is forced to
think strategically, problem solve, and to work collaboratively. The Summit on
Educational Games, comprised of various game industry executives, technology
researchers, educators, and the military, released a 2006 report entitled “Harnessing the
Power of Video Games for Learning," where scientists and researchers reported that
“people acquire new knowledge and complex skills from game play” (Federation of
American Scientists, 2006, p.3). After much research and deliberation among
themselves, the authors suggested that gaming could help address one of the nation’s
most pressing needs which is strengthening our education system and preparing workers
for jobs in the 21st century (Federation of American Scientists, 2006). The United States
Department of Education is beginning to address these needs through The National
3. Educational Technology Plan which includes goals for using digital games to assess
students’ cognitive skills (U.S. Department of Education, 2010, p. 15).
Additionally, as schools continue to focus on standardized tests,, many educators
fear that there is no time left for gaming (Gee, 2007, McGonigal, 2011; Schaffer, 2006).
However, Schaffer (2006) reminds educators that when too much emphasis is placed on
standardized testing and curricula, students will only be prepared for standardized jobs
and not the soon-to-be sought after innovated occupations. In Prensky’s (2007)
groundbreaking book, Digital Game-based Learning, originally published in 2001,
commented that if visitors from 200 years ago were to arrive in modern America, they
would be amazed and bewildered at the changes that have occurred, with the exception of
one area - education. Therefore, to combat the problem of a stagnate education system
educators need to capitalize on the advantages of using games in schools to engage and
instruct students (RESEARCHER HERE).
Needfor the Study
Although there has been much research regarding students’ attitudes towards
gaming and the gaps in the American education system to prepare students for future
careers, there was a gap in the research when analyzing teachers’ and administrators’
perceptions of gaming in the curriculum. Specifically, according to Hwang and Wu’s
(2012) review of publications, the majority of the research that has been conducted
regarding digital gaming in education, focused on students’ motivation, perceptions, and
attitudes about gaming in schools. One of the studies referenced by Hwang and Wu was
conducted by Lenhart et al. (2008). Lenhart and colleagues opined that teenagers tend to
view electronic games as a social event. Their research also found that 59% of teenagers
4. play electronic games in multiple ways; such as online, with someone else in the room, or
alone and 68% of teenagers play electronic games with someone else in the room..
Additionally, Lenhart et al. (2008) indicated that nearly 60% of teenagers who play video
games are also interested in civic participation and nearly half of these teenagers are
informed about politics.
In other studies that focused on the implementation of gaming in schools, the
inadequacies in the American education system were exemplified. For example, in a
study conducted by Lim (2008) suggested that students are not engaged with the wider
world when in school, and they are also not intrinsically motivated while there either.
Lim suggested that digital gaming during the school day can intrinsically motivate
students and provide opportunities for students to engage with the global community and
develop as good citizens. Lim’s study (2008) mirrored the findings of Schaffer’s (2006)
study when he focused his research on the question, "Are schools preparing our children
to be tech-savvy?" (p. x) His results indicated that American schools are not equipped to
meet current technological demands. Therefore, children learn more about subjects like
art and technology from their digital games, and produce their own videos, games,
websites, etc. while playing digital games at home (p. x). Additionally, Schaffer
acknowledged that students in U.S. schools have the ability to past traditional tests, but
lack the capability of applying that information in real world
This void in the American educational system was explored by The Federation of
American Scientists (2006) in their published report on digital games. Their report
focused on examples of incorporating modern technologies which actively engage
students and provide students with necessary skills to the benefit of society. The
5. Federation of American Scientists (2006) purported that using digital games as a distinct
learning application went beyond mastery of requisite skills. THEY SUGGESTED
THAT WHEN STUDENTS USE GAMING IN THE CLASSROOM, THEY GAIN A
RICHER DEPTH OF UNDERSTANDING FOR A VARIETY OF REASONS
INCLUDING STUDENT ENGAGEMENT.
Although there have been several studies conducted over the past decade on the
usage of digital games and learning, there is a lack of information regarding educators’
perceptions of their role in the curriculum. According to Hwang and Wu (2012), between
2001 and 2010 there were 137 publications related to digital game-based learning. They
had examined articles from seven major technological learning journals, like the British
Journal of Educational Technology and Computers and Education. What Hwang and Wu
discovered was that of the 137 articles in these major publications, only three were
related to teachers and digital games. Hwang and Wu's research clearly suggested that
there is not enough research on the topic of digital-games and the perceptions that
building level educators have with the integration of games into the curriculum. This
study evaluated (a) how elementary teachers perceived they utilize higher order thinking
activities in a heterogeneous class; (b) how elementary teachers’ expectations for student
learning impacted their implementation of higher order thinking activities in a
heterogeneously grouped class; and (c) how elementary teachers perceived their
implementation of higher order thinking skills affected student engagement.
The goal of the researcher was to add to the body of literature regarding how teachers’
and administrators’ perceptions of digital games and their role in schools effect their
implementation of them in the classroom. Participants in the study benefited from the
6. analysis of the results as they saw the impact educators’ perceptions had on the
implementation of digital games in the classroom. Finally, all secondary teachers and
building level administrators in the school district were able to use the surveys as a
discussion framework during common planning time and to reflect individually on their
perceptions of digital games in schools.