Facebook application is already pre-loaded in any smartphone, making it a typical conversation mode almost anytime and anywhere. Its unique feature called "Facebook group" allows anyone to post images, documents, pdf files, PowerPoint presentations, and video clips. Even polls can also be posted where members of the group can simply click their response to a given poll question. Indeed, the Facebook group is already utilized by almost any organization. Many mathematics educators have already taken advantage of its utility to deliver learning materials to their students. This research study utilized the Facebook group in the mathematics teaching-learning process and students' cooperative learning experience. It is an avenue to discuss topics and other issues relevant to their existence. The students learned a new lesson through this phenomenal and modernized communication tool. Results of the investigation are presented in this paper.
Evaluating the Impact of Gamification in High School Library Media CentersAriel Dagan
Creating behavioral change in approach to reading habits by High School students might be stimulated by extrinsic motivators that through this process become intrinsic and habit forming.
"The Influence of Online Studies and Information using Learning Analytics"Fahmi Ahmed
This research will help people with inadequate knowledge to get
a better understanding of online study or e-learning. Through this
study, the social impact of online users or learners can be
increased, and the users can have a clear idea of online study. In
this research, the graphs will be presented according to country,
gender, age, online resources, etc. showing the impact of online
study and information on online users. The learners will get an
understandable knowledge of the type of sources, what is their
purpose, and resources people can use in online study. From this,
the learners will get a guide or path that how easily they can learn
online for study in a more flexible way. The outcomes are
visualized using the R language and Tableau with pre-processed
data.
This is perhaps the first in-depth qualitative study that shares insights about the perceived role of Twitter on the learning experience and the sense of classroom community from students’ perspectives in a large lecture class. We conducted four focus groups with a cumulative total of 27 students from a class of 269 students. Based on our data, we propose ways that Twitter might contribute to the sense of classroom community, which could be tested through quantitative research. We also identify ways that Twitter helps and undermines students’ learning experience. In addition, we found a surprising theme about Twitter fostering a sense of competition in the class when projected on the wall. This study concludes with recommendations for integrating Twitter in the large lecture class.
Keywords: Public relations, Twitter, classroom exercises
Facebook application is already pre-loaded in any smartphone, making it a typical conversation mode almost anytime and anywhere. Its unique feature called "Facebook group" allows anyone to post images, documents, pdf files, PowerPoint presentations, and video clips. Even polls can also be posted where members of the group can simply click their response to a given poll question. Indeed, the Facebook group is already utilized by almost any organization. Many mathematics educators have already taken advantage of its utility to deliver learning materials to their students. This research study utilized the Facebook group in the mathematics teaching-learning process and students' cooperative learning experience. It is an avenue to discuss topics and other issues relevant to their existence. The students learned a new lesson through this phenomenal and modernized communication tool. Results of the investigation are presented in this paper.
Evaluating the Impact of Gamification in High School Library Media CentersAriel Dagan
Creating behavioral change in approach to reading habits by High School students might be stimulated by extrinsic motivators that through this process become intrinsic and habit forming.
"The Influence of Online Studies and Information using Learning Analytics"Fahmi Ahmed
This research will help people with inadequate knowledge to get
a better understanding of online study or e-learning. Through this
study, the social impact of online users or learners can be
increased, and the users can have a clear idea of online study. In
this research, the graphs will be presented according to country,
gender, age, online resources, etc. showing the impact of online
study and information on online users. The learners will get an
understandable knowledge of the type of sources, what is their
purpose, and resources people can use in online study. From this,
the learners will get a guide or path that how easily they can learn
online for study in a more flexible way. The outcomes are
visualized using the R language and Tableau with pre-processed
data.
This is perhaps the first in-depth qualitative study that shares insights about the perceived role of Twitter on the learning experience and the sense of classroom community from students’ perspectives in a large lecture class. We conducted four focus groups with a cumulative total of 27 students from a class of 269 students. Based on our data, we propose ways that Twitter might contribute to the sense of classroom community, which could be tested through quantitative research. We also identify ways that Twitter helps and undermines students’ learning experience. In addition, we found a surprising theme about Twitter fostering a sense of competition in the class when projected on the wall. This study concludes with recommendations for integrating Twitter in the large lecture class.
Keywords: Public relations, Twitter, classroom exercises
Please I want Action research for my study, the impact of educatio.docxrandymartin91030
Please I want Action research for my study, the impact of educational video games on the children (Quantitative study)
This is about my study may help you, but I want focus more in educational video games how can improve the education…
Educator Researcher
Research - Effects of electronic games on children
Introduction
Electronic games have become of the most popular games in the today’s world, especially for Children. They have a positive as well as negative effect on Children. As per the research conducted one of the biggest ill-effect of the electronic games is decrease in physical activity which can lead to health problems for Children in future, one of the most important health problem is the problem of obesity.
Research Methods
It is important to determine the way that the research will be conducted and the method that will be used for conducting the particular research. Saunders et al (2007) through a proper research approach the researcher is able answer the research question appropriately and analyzes the data accordingly so that proper research is made. The researcher also takes into consideration literature review which forms the base for conducting the research. The research that is conducted by the researcher includes quantitative as well as qualitative research. Quantitative research is known as deductive approach whereas qualitative research is known as inductive approach. Both these researches are important as they help in analyzing the particular problem.
Quantitative research focuses on collecting primary data, whereas the qualitative research focuses on bringing into picture different theories that helps in supporting the primary data collected and analyzing the data accurately. Qualitative research also helps in building the insight for the research as well as helps in designing different patterns for the research.
This research in an exploratory research and the data collection method is ‘Survey’ i.e. primary data collection. This research is all about systematic data gathering for the purpose of knowing the effect of the electronic games on Children from the perspective of Children as well as Parents.
The sampling method we are using for the research is Purposive sampling which is a probability sampling. As this research is to be conducted for a population, so the probability sampling will be used. The sample of the population will be considered in this research as the research pertains to a huge population. So, using probability sampling will be used that give the targeted population nonzero chance of selection.
Some of the methods and designs that were used by the researcher to conduct the research included three phase feasibility study. Phase one consisted of focus groups with Children as well as attitudes so as to know their attitudes and preferences for the computer games. The result from this analysis showed that Children preferred non active games whereas Adults preferred that their Children should be involved.
While active learning fits well in the “short game” design, something else is needed to make the course “long game” worth playing for students. We have implemented the “long game” design in our Introduction to Computing course at Grand Valley State University, which earned exemplary course status in the 2017 Blackboard ECP program. The key to the “long game” is the adoption of an experience points (XP) ledger. This instrument allows students to earn XP during lectures, homework assignments, hands-on practice sessions and track the total across the length of the course. School grades used to serve as the “long game” strategy. However, today they are more likely to demotivate students than encourage them to conduct deeper exploration or to appreciate the subject matter. Grades have become a high stakes extrinsic reward. Just as money – in the research of Daniel Pink – is a poor motivator of knowledge workers, grades are a poor motivator of intellectual performance for students. Citation: Machajewski, S. (2017). The short and long game theory for academic courses. Blackboard Inc. Retrieved from http://blog.blackboard.com/the-short-and-long-game-theory-for-academic-courses/
Education in every country is very critical to each one of us. This project seeks to identify the problems associated with learning at the elementary level, and the highlights the effects of poor educational foundations have on children when they grow to learn at the advanced level. The project proposes the designing and implementing of an educational video game app that can assist children from ages 2 to 7 years in overcoming the challenges associated with poor educational foundation in most developing countries in Africa especially. This app is design by creating an intuitive mobile application that will aid in the understanding of basic concepts associated with learning and the ability for elementary school children to employ this in their respective everyday activities. The project is also designed to encourage children in the whole study process hence not making it boring but exciting and more fun for children as well. It also seeks to help parents’ teachers and guardians to track the progress of children who use the application and helps them know the needed support that they require to make each study session a success. The study incorporates a rigorous literature review that seeks to identify all the gaps associated with solving the problem. This project adopts the Scrum methodology. The scrum method is a simple adaptive framework to deliver working software in sprints. It has three main stakeholders the Product owner, scrum master and the team members. It uses two main artifacts namely the product backlog and the sprint backlog to guide the team during sprints. The study concluded that the use of educational video games in learning math and English by the children is helpful since the children can quickly grasp the concepts within very short period.
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.
Please I want Action research for my study, the impact of educatio.docxrandymartin91030
Please I want Action research for my study, the impact of educational video games on the children (Quantitative study)
This is about my study may help you, but I want focus more in educational video games how can improve the education…
Educator Researcher
Research - Effects of electronic games on children
Introduction
Electronic games have become of the most popular games in the today’s world, especially for Children. They have a positive as well as negative effect on Children. As per the research conducted one of the biggest ill-effect of the electronic games is decrease in physical activity which can lead to health problems for Children in future, one of the most important health problem is the problem of obesity.
Research Methods
It is important to determine the way that the research will be conducted and the method that will be used for conducting the particular research. Saunders et al (2007) through a proper research approach the researcher is able answer the research question appropriately and analyzes the data accordingly so that proper research is made. The researcher also takes into consideration literature review which forms the base for conducting the research. The research that is conducted by the researcher includes quantitative as well as qualitative research. Quantitative research is known as deductive approach whereas qualitative research is known as inductive approach. Both these researches are important as they help in analyzing the particular problem.
Quantitative research focuses on collecting primary data, whereas the qualitative research focuses on bringing into picture different theories that helps in supporting the primary data collected and analyzing the data accurately. Qualitative research also helps in building the insight for the research as well as helps in designing different patterns for the research.
This research in an exploratory research and the data collection method is ‘Survey’ i.e. primary data collection. This research is all about systematic data gathering for the purpose of knowing the effect of the electronic games on Children from the perspective of Children as well as Parents.
The sampling method we are using for the research is Purposive sampling which is a probability sampling. As this research is to be conducted for a population, so the probability sampling will be used. The sample of the population will be considered in this research as the research pertains to a huge population. So, using probability sampling will be used that give the targeted population nonzero chance of selection.
Some of the methods and designs that were used by the researcher to conduct the research included three phase feasibility study. Phase one consisted of focus groups with Children as well as attitudes so as to know their attitudes and preferences for the computer games. The result from this analysis showed that Children preferred non active games whereas Adults preferred that their Children should be involved.
While active learning fits well in the “short game” design, something else is needed to make the course “long game” worth playing for students. We have implemented the “long game” design in our Introduction to Computing course at Grand Valley State University, which earned exemplary course status in the 2017 Blackboard ECP program. The key to the “long game” is the adoption of an experience points (XP) ledger. This instrument allows students to earn XP during lectures, homework assignments, hands-on practice sessions and track the total across the length of the course. School grades used to serve as the “long game” strategy. However, today they are more likely to demotivate students than encourage them to conduct deeper exploration or to appreciate the subject matter. Grades have become a high stakes extrinsic reward. Just as money – in the research of Daniel Pink – is a poor motivator of knowledge workers, grades are a poor motivator of intellectual performance for students. Citation: Machajewski, S. (2017). The short and long game theory for academic courses. Blackboard Inc. Retrieved from http://blog.blackboard.com/the-short-and-long-game-theory-for-academic-courses/
Education in every country is very critical to each one of us. This project seeks to identify the problems associated with learning at the elementary level, and the highlights the effects of poor educational foundations have on children when they grow to learn at the advanced level. The project proposes the designing and implementing of an educational video game app that can assist children from ages 2 to 7 years in overcoming the challenges associated with poor educational foundation in most developing countries in Africa especially. This app is design by creating an intuitive mobile application that will aid in the understanding of basic concepts associated with learning and the ability for elementary school children to employ this in their respective everyday activities. The project is also designed to encourage children in the whole study process hence not making it boring but exciting and more fun for children as well. It also seeks to help parents’ teachers and guardians to track the progress of children who use the application and helps them know the needed support that they require to make each study session a success. The study incorporates a rigorous literature review that seeks to identify all the gaps associated with solving the problem. This project adopts the Scrum methodology. The scrum method is a simple adaptive framework to deliver working software in sprints. It has three main stakeholders the Product owner, scrum master and the team members. It uses two main artifacts namely the product backlog and the sprint backlog to guide the team during sprints. The study concluded that the use of educational video games in learning math and English by the children is helpful since the children can quickly grasp the concepts within very short period.
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.
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.
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...EvaniaYafie
There is a growing body of evidence supporting the many connections between cognitive competence and game
edutainment. This article defines the cluster of concepts related to pretend game and cognition and briefly synthesizes the
latest research on the role of such play in children's cognitive and naturalistic intelligence. Edutainment games are a game
that includes rules, student guides in practice, awards as a form of appreciation. The combination of interactive multimedia
with edutainment games to reduce the weaknesses of each method and media. Multimedia learning can be used to explain
games in edutainment games so childreneasy to understanding the command, as well as can be used as media to increase
motivation and enthusiasm of children. Game edutainment game utilizes classroom and outdoor especially in the park so it
is expected to increase naturalistic intelligence. The purpose of this research is for the development of Edutainment Game
Combined with Multimedia Learning which has the level of validity, 2) to overcome the effects of Edutainment Game
Combined with Multimedia to Increase Cognitive and Naturalistic Intelligence At 5-6 Year Kindergarten. The research
method is research and development (R&D. The development model adopts the Borg and bile model. This research takes
place in TKNBI Tlogowaru Malang. Data analysis used is descriptive model for model validity test and t test to analyze
model affectivity. The results showed media and method with the level of expert media expertise of 89%, material experts
by 91%. The effectiveness test also shows a model of Combined Edutainment With Effective Multimedia Learning In To Improve Cognitive And Naturalistic Intelligence In 5-6 Year TK
Impact of play based learning on the development.pdfvideosplay360
Play-based learning is a pedagogical approach that emphasises the use of play in promoting multipleareas of children’s development and learning. Free play and guided play are two types of play-basedlearning which guide early learning. The children acquire concepts, skills, and attitudes that lay thefoundation for lifelong learning through play pedagogies.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...
Dissertation Reviews
1. Introduction
Game-based learning in technology-infused classrooms is gaining momentum and
popularity in the 21st
Century classroom as benefits are found in student engagement
and motivation. I have become more and more interested in this topic as I try to
incorporate additional technology into my classroom, especially by finding ways to
engage my students and make their learning more meaningful. I am searching for ways
to incorporate more game-based learning and technology into my classroom that are
relevant and enjoyable for my students. There are quite a few dissertations about
game-based learning, but I selected dissertations that focused directly on the benefits of
game-based learning and its ability to engage young learners.
Dissertation #1
What's in a game's name?: Task framing, learning, and enjoyment in an educational
game
Brandon, R. (2013). What's in a game's name? Task framing, learning, and enjoyment
in an educational game. (Order No. 1543696, Arizona State University). ProQuest
Dissertations and Theses, , 77. Retrieved from http://search.proquest.com/docview/
1431981572?accountid=13965. (1431981572).
Summary
Brandon designed a study to explore the influence of activities on the expectations of
learning and enjoyment along with performance on an identification task. The study
consisted of multiple experiments. The first study had 80 students playing activities that
were designated as “play only,” “learning only,” or “educational game” tasks. The study
concluded that play frame had a positive impact pre-activity, but no significance by the
end of the activity. Conversely, students who played the educational game scored
“significantly higher” on the post assessment. The results also suggest that framing
educational games can engage students in learning without distraction. The same
students were involved in a second study, focusing on enjoyment and learning—with no
correlation between framing and reported enjoyment. There was a significant
interaction between performance and activity type, engaging students in learning.
Review
This study confirms data that I have read from other research studies—game-based
learning has a positive impact on student engagement. The study also found that
students who were engaged in learning-based games scored higher on their post
assessments, suggesting that games can help reinforce content that is covered in the
classroom. This is a very recent study, but I feel that the data would still vary based
2. upon school demographics—this study focused on a school in which every single child
has a computer at home, whereas that would not be the case if you surveyed my
school. It would be interesting to see how that data changes.
Dissertation #2
Gaming their way: Learning in simulation strategy video games?
Foster, A. N. (2009). Gaming their way: Learning in simulation strategy video
games? (Order No. 3381242, Michigan State University). ProQuest Dissertations and
Theses, , 248-n/a. Retrieved from http://search.proquest.com/docview/
304946067?accountid=13965. (304946067).
Summary
Foster uses a mixed-methods study to investigate how and when students learn by
playing simulation strategy games. His study focused on 26 children playing a
simulation game, RollerCoaster Tycoon 3: Platinum to reinforce economics and social
studies principals. The study also focused on how the students developed information
and technology literacy—as well as how these skills apply to new contexts. The
students involved in the survey reported that they valued learning economics and social
studies through engagement in games. The game play was individualized and players
played in two different ways, as goal seekers or explorers, influencing the ways the
students processed the learning. This dissertation focuses on how core disciplinary
ideas can be reinforced through game-based learning.
Review
Foster emphasizes that the research suggests that the quality and quantity of games for
educational uses should be increased. From my experiences in the classroom, I fully
agree with this statement and yearn for more games to enforce things my students
learn—especially concepts they struggle with (vocabulary, history, etc.). This study
reinforces things I have seen in other studies and in my own classroom—that students
can achieve a deeper understanding and more engagement in learning through the use
of educational games.
Dissertation #3
Transitioning towards the digital native: Examining digital technologies, video games,
and learning
3. Salomon, J. (2010). Transitioning towards the digital native: Examining digital
technologies, video games, and learning. (Order No. 3407254, Union Institute and
University). ProQuest Dissertations and Theses, , 129-n/a. Retrieved from
http://search.proquest.com/docview/305265659?accountid=13965. (305265659)
Summary
This dissertation explores how certain technologies affect digital natives and understand
correlations among video games. Data was collected in a survey distributed to 235
students from Miami-Dade College. There were no significant relationships, but a trend
was noticed: technology usage showed a correlation to preference for virtual or hybrid
courses. This suggests that digital natives are more inclined to more technology-
infused learning as opposed to the traditional lecture-style classroom. In summary,
Saloman discusses that there is still a divide between education and technology, but
that some educators are trying to lessen this gap through virtual environments, including
games. Research shows that games are highly interactive, but did not show a strong
correlation between game play and gpa/learning.
Review
Although the data collected was from 2010, much of it can still apply to educational
technology today. In my personal experience, I still feel as though there is a gap
between technology and its integration into education. Since this dissertation was
written, much more research has been completed about the effects of game-based
learning. This study did not delve deeply into how technology, specifically gaming,
impacts engagement in learning. It did, however, find no correlation from gaming to
achievement. I believe this study, however, should be presented again to a modern-day
elementary classroom—focusing on game-based learning instead of just gaming.