Presenter: Han, Yi-Ti Adviser: Chen, Ming-Puu Date: March 09, 2009 Tuzun, H., Yilmaz Soylu, M., Karakus, T.,Inal, Y. & Kizilkaya, K.(2009). The effects.

Slides:



Advertisements
Similar presentations
Professional Development Supporting Teachers in Developing Technology Pedagogical Content Knowledge (TPCK) Abstract Research is needed to identify and.
Advertisements

A GUIDE TO CREATING QUALITY ONLINE LEARNING DOING DISTANCE EDUCATION WELL.
Center for Innovative Learning Internal Research Mini-Grant Cynthia L. Jew, Ph.D.
NET Section, CDI. Grammar and e-learning for Communication (GEL.com) This project: was launched initially with a view to encouraging participating schools.
Beyond the Classroom: The Use of Essential Skills for Remediation and Extension Christine Koch November 2008.
Genre Shift: Instructor Presence and its Impact on Student Satisfaction in Online Learning.
Expert Report By Prof. Rayko Genchev Raykov, Ph.D. On the research of experts’ views on the problems considered in the project “New Approach in Technology.
Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context Tüzün, H. (2007). Blending video games.
The effects of computer games on primary school students’ achievement and motivation in geography learning Hakan Tuzun 1, Meryem Yilmaz Soylu 1, Turkan.
Chapter 3 Preparing and Evaluating a Research Plan Gay and Airasian
INSTRUCTIONAL LEADERSHIP FOR DIVERSE LEARNERS Susan Brody Hasazi Katharine S. Furney National Institute of Leadership, Disability, and Students Placed.
Science Achievement and Student Diversity Okhee Lee School of Education University of Miami National Science Foundation (Grant No. REC )
1 Service Learning Group D Mentors  Dr. M. N. Kaumal  Dr. H. R. Perera Cooperate Partner.
Joan Hughes The Role of Teacher Knowledge and Learning Experience in Forming Technology- Integrated Pedagogy Jessica Barron and Adam Wasilko.
Using technology to improve learning Stella BurtonBeaumont Community Primary school1.
ICT TEACHERS` COMPETENCIES FOR THE KNOWLEDGE SOCIETY
Interactive Science Notebooks: Putting the Next Generation Practices into Action
The Impact of On-line Teaching Practices On Young EFL Learners' Instruction Dr. Trisevgeni Liontou RHODES MAY
What are the Impacts of School Gardens on Academic Success? Slow Food USA.
Stephanie Warmoth MEDT 6466 Fall Compton Elementary Mission The mission of Compton Elementary School is to provide students with a diverse education.
Technology Use in Elementary Schools Sally Winstead LSIS 5614 OL1 March 06, 2012.
Applying creativity in CS high school education - criteria, teaching example and evaluation Romeike, R. (2007). Applying creativity in CS high school education.
Computer game development as a literacy activity Presenter: Yu-Chu Chen Advisor: Ming-Puu Chen Date: July. 29, Owston, R., Wideman, H., Ronda, N.
Rethinking Computers and Instruction.  2007 report released by ISTE (International Society for Technology in Education).  Indicates ALL students, regardless.
Microsoft Corporation Teaching with Technology. Ice Breaker.
RESEARCH IN MATH EDUCATION-3
Evaluating the Vermont Mathematics Initiative (VMI) in a Value Added Context H. ‘Bud’ Meyers, Ph.D. College of Education and Social Services University.
Dissertation Theme “The incidence of using WebQuests on the teaching-learning process of English Foreign Language (EFL) for students attending the seventh.
The Effect of Computers on Student Writing: A Meta-Analysis of Studies from 1992 to 2002 Amie Goldberg, Michael Russell, & Abigail Cook Technology and.
The Influence of Blended Learning Model on Developing Leadership Skills of School Administrators Dr. Tufan AYTAÇ Dr. Tufan AYTAÇ Education Specialist The.
Learnings from Classroom Connections Findings and Conclusions from Two Studies on the Statewide Laptop Initiative Dr. Wade Pogany – South Dakota DOE –
Emerging Technologies Learning Anywhere-Anytime. Emerging Technology Areas: / Wireless Local Area Networks (WLANs) / Mobile Devices / MacBook Laptop Computers,
The effects of computer games on primary school students’ achievement and motivation in geography learning Presenter: Yun-Ting, Wong Adviser: Ming-Puu,Chen.
Flow experiences of children in an interactive social game environment Adviser: Ming-Puu Chen Presenter: Li-Chun Wang Inal, Y. & Cagiltay, K. (2007). Flow.
N97C0004 Betty Exploration of The Attitudes of Freshman Foreign Language Students Toward Using Computers A Turkish State University.
Measuring of student subject competencies by SAM: regional experience Elena Kardanova National Research University Higher School of Economics.
NET Section, CDI 2 March, Grammar and e-learning for Communication (GEL.com) This project: is to encourage schools to go in tandem with one of the.
 ByYRpw ByYRpw.
THE RELATIONSHIP BETWEEN PRE-SERVICE TEACHERS’ PERCEPTIONS TOWARD ACTIVE LEARNING IN STATISTIC 2 COURSE AND THEIR ACADEMIC ACHIEVEMENT Vanny Septia Efendi.
CHILDREN’S PERCEPTIONS OF LEARNING WITH EDUCATIONAL GAMES USING IPOD TOUCHES Yasemin Allsop ICT Coordinator, Wilbury Primary School (UK)
Integrating Cooperative Games in Elementary Physical Education Susan Neumann California State University, Northridge.
The Use of Distance Learning Technology by Business Educators for Credentialing and Instruction Christal C. Pritchett, Ed.D. NABTE Research Session Anaheim,
Professionally Speaking : Qualitative Research and the Professions. Using action research to gauge the quality of feedback given to student teachers while.
The Use of Blogs in Learning and Teaching E-Learning Conference East London International Convention Centre 31 October – 1 November 2011 Mmampho Gogela.
Use of Second Life in K-12 and higher education: A review of research Chris Inman The University of Alabama TERC Conference April 4, 2009.
Exploring the effects of gender and learning styles on computer programming performance: implications for programming pedagogy Adviser: Ming-Puu Chen Presenter:
Presenter: Han, Yi-Ti Adviser: Chen, Ming-Puu Date: March 02, 2009 Papastergiou, M.(2009). Digital Game-Based Learning in high school Computer Science.
Effects of an online problem based learning course on content knowledge acquisition and critical thinking skills Presenter: Han, Yi-Ti Adviser: Chen, Ming-Puu.
LEARNER CENTERED APPROACH
JONG, M.Y. et al.(2007).The proceedings of the 11 th Global Chinese Conference on Computer in Education(GCCCE2007). P.411-p418. Teacher perception of Harnessing.
The Challenge of eLearning on K-12 in Taiwan Chi-Syan Lin Director, APEC Cyber Academy Associate Professor, Institute of Computers and Information Education.
The Impact of Student Self-e ffi cacy on Scientific Inquiry Skills: An Exploratory Investigation in River City, a Multi-user Virtual Environment Presenter:
Charlie Robinson Charlie
Evaluating learning gain in a SAC: Case studies of six low proficiency students Presenter: Ellie Law HASALD Presentation 2 Dec 2010.
1 The Impact of a Compulsory Web- based Course on Preservice Teachers’ Motivational Profile Thierry Karsenti, Université de Montréal.
Learning Technologies Across Curriculum Mr. Michael Holmes Means, B. (2010). Technology and education change: Focus on student learning. *Journal of Research.
Project Title: Supported Reading in English (SuRE) Project Code: NT0513 Section: NET Section, CDI 2 March 2013 Officers In-charge: Alice Wong Kathryn Davis.
IN WHAT WAYS DO PRESERVICE TEACHERS UTILIZED AN WEB-BASED LEARNING SUPPORT SYSTEM? Fethi Ahmet Inan The University of Memphis Soner Yildirim.
Using Avatars and Virtual Environments in Learning: What do they have to offer? Article Review By: Amanda Lawrie.
AUTHOR: NADIRAN TANYELI PRESENTER: SAMANTHA INSTRUCTOR: KATE CHEN DATE: MARCH 10, 2010 The Efficiency of Online English Language Instruction on Students’
SOME KEY POINTS ABOUT TEACHING WRITING TO UNDER-ACHIEVING STUDENTS
Blended Learning Applications in K-12 Social Studies Instruction Nicholas Glading
Educational Psychology Jeanne Ormrod Eighth Edition © 2014, 2011, 2008, 2006, 2003 Pearson Education, Inc. All rights reserved. Developing Learners.
Issues in Evaluating Educational Research
Interactive Whiteboard Use and Student Achievement
Teaching and Educational Psychology
Sha Yang, Brian T. Berndt, Dr. William Watson
THE RELATIONSHIP BETWEEN PRE-SERVICE TEACHERS’ PERCEPTIONS TOWARD ACTIVE LEARNING IN STATISTIC 2 COURSE AND THEIR ACADEMIC ACHIEVEMENT Vanny Septia Efendi.
PREPARED BY: NABIRA BT MANSOR NUR SOLEHAH BT HANAFIAH
Williamstown Elementary
Presentation transcript:

Presenter: Han, Yi-Ti Adviser: Chen, Ming-Puu Date: March 09, 2009 Tuzun, H., Yilmaz Soylu, M., Karakus, T.,Inal, Y. & Kizilkaya, K.(2009). The effects of computer games on primary school students’ achievement and motivation in geography learning. Computers & Education, 52(1), The effects of computer games on primary school students’ achievement and motivation in geography learning

Interest in teaching and learning about geography is declining McNally III, 1987). Many studies have pointed to the changing student characteristics in the new era, and indicated the need for a shift to a new pedagogy. Ccomputer games have emerged as a frontier for geography education. Researchers have also integrated three-dimensional (3D) environments into their game designs for geography learning. It was concluded that computer games could promote motivation, especially for at-risk students or for students with motivational problems. Introduction

The general purpose of this study was to examine the impacts of a computer game in geography learning by primary school students. Specifically, the following questions were examined: What is the achievement of students learning through the game-based learning environment? What is the nature of learners’ motivation in the game- based learning environment and how this motivation differs from their traditional school environment? And what are the implementation issues when a computer game is used in geography curriculum? Introduction

Methods A combination of quantitative (pre and post tests) and qualitative (observations, interviews, open-ended questions, and digital records) methods permitted a grounded understanding of the impact of computer games in geography education. School administration selected a group of students based on their grade averages and their willingness, and called this group as the Comenius Classroom (CC). 24 students (12 girls and 12 boys) from fourth to fifth grades. no structured prior knowledge of the subject matter. An educational computer game known as Quest Atlantis (QA) was selected for this study. QA is a socio-technical structure that facilitates learners in critiquing and improving themselves and the societies in which they live. The ‘‘Global Village” virtual world was developed in the QA universe.

Methods Fig. 1. 2D and 3D components of Global Village game.

The CC utilized the game environment for 3 weeks, an hour a day once a week. 24 students participated in the first week’s implementation that started by informing students about the procedure. 17 students participated in the second and third week’s implementation activities. Week1 Introduction School version of motivation scale Week2 Pre achievement test Game participation Procedures

Week3 Game participation Four open-ended questions Procedures ‘What did you learn about continents and countries while exploring the Global Village?” ‘‘How and where you may use the information you obtained?” ‘‘How did you feel while collecting information in the Global Village; was it fun or boring?” ‘‘What would you recommend to your friends using Global Village in the future?” Game version of motivation scale Post achievement test Interview with 2 players

Results-Qualitative data sources Quantitative data included an achievement test and a motivation scale. An achievement test that was multiple-choice type including 17 questions was developed. Two versions of the motivation scale were developed: One for measuring motivation of students learning in their traditional school context, and the other for measuring motivation of students learning in the game-based learning context. 13 students (4 girls and 9 boys) attended all sessions during implementation. A paired-sample t-test was conducted to compare students’ learning before and after the intervention to compare intrinsic and extrinsic motivations of students between the school and game context

Results-Qualitative data sources The students made significant learning gains by participating in the game-based learning environment. The mean score for post achievement test (M = 8.6, SD = 2.4) was higher than the mean score for pre achievement test (M = 6.2, SD = 1.0), and the difference was statistically significant (t (12) = 4.09, p <.01). The mean score for intrinsic motivation construct in the game context (M = 31.4, SD = 6.7) was higher than the mean score for intrinsic motivation construct in the school context (M = 27.6, SD = 7.2), and the difference was statistically significant (t (12) = 2.21, p <.05). The mean score for extrinsic motivation construct in the game context (M = 27.8, SD = 6.0) was lower than the mean score for extrinsic motivation construct in the school context (M = 31.7, SD = 5.5), and the difference was statistically significant (t (12) = 3.32, p <.01).

Results-Qualitative data sources

Qualitative results  GBL Environment General characteristics a 3D MUVE (transporting, communicating) Learning activities were presented with a general goal and sub-goals with a storyline encompassing all of these goals These general characteristics resulted in a fun learning experience General characteristics generated 4 affordences Exploration Interaction Collaboration Presence

Qualitative results  General implementation issues Expectation of players: Players had high expectations from the game environment. Players’ interest toward the game: Students played the game with great interest and enthusiasm. Role of teachers: Many technical and non-technical problems arose, the support given by teachers.

Discussion and implications Students achieved statistically significant learning gains when learning about world continents and countries through the Global Village game. When compared to the traditional school environment, students had statistically significant higher intrinsic motivations and statistically significant lower extrinsic motivations while learning through the game- based learning environment. Moreover, they had decreased focus on getting grades and they were more independent while participating in game-based activities. The role of the teachers became guide and manager rather than lecturer. Future studies could address these issues while reducing the limitations of this study by selecting participants with diverse computer and Internet literacy, willingness, familiarity with computer games, and socio- economic status.