Games and Learning ... Does this Compute?
New Search | Print Abstract | E-mail Abstract | Full Text | Save to My Collections | Export Citation |
Howard, C., Morgan, M. & Ellis, K. (2006). Games and Learning ... Does this Compute?. In E. Pearson & P. Bohman (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2006 (pp. 1217-1224). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/23159.
Conference Information

World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2006
June 2006
ISBN 1-880094-60-6
Elaine Pearson & Paul Bohman
AACE
More Information on EDMEDIA
Table of Contents
Authors
Abstract
This research project explores the impact on student learning outcomes between established delivery methods (lectures and tutorials) and an interactive delivery method (a games-based study tool involving collaborative learning) for the delivery of theoretical content for the subject, MMS2403 Human Computer Interaction for Multimedia at Monash University. This study provided students with an alternative method of processing the content, allowing them to work collaboratively, to use familiar tools (eg: internet, messaging and discussion groups), and the games-based study tool. Results of the experiment compared the performance of groups in pre and post treatment quizzes (short-term retention) and in the end of semester examination (long-term retention). The initial results support the premise that the alternative method was more effective; however, further investigation into the effects of preferred learning styles may affect this result.
Keywords
Also Read
- Avatars as Pedagogical Agents for Digital Game-Based Learning
- Using Massively-Multiplayer Online Role-Playing Games to Enhance Collaborative Learning and Teaching in the Australian High School Classroom
- Linking Pedagogical Theory of Computer Games to Their Usability
- Learning and Teaching with Electronic Games
- Using Computer Games in Online Education: What Are Students Really Learning?
- The Alternate Reality Game: Learning Situated in the Realities of the 21st Century
- Using Gaming Literacies to Cultivate New Literacies
- Computer Games as a Learning Motivator
- Children’s Avatar Preferences and Their Personalities
- How Teachers Integrate Technology and Their Beliefs About Learning: Is There a Connection?
Tags
Add tagComments & Discussion
Comment on the paper above. You must be registered to participate. Registration is free.

New comment