COMPUTER GAMING AND INTERACTIVE SIMULATIONS FOR LEARNING: A META-ANALYSIS Summarized by: John Burrillo.

Slides:



Advertisements
Similar presentations
Forms of Hypotheses Research Working Directional Null.
Advertisements

For more information, please contact Katherine Salamon at Describing the Typical Complementary and Alternative Medicine (CAM) User Katherine.
Classroom Crushes: An Exploration of Student-Instructor Attraction Emily L. Travis and Traci A. Giuliano Southwestern University Student-teacher romances.
Review of the research on educational usage of games PhD student Simon Egenfeldt-Nielsen IT-University Copenhagen Game-research.com 4. December 2003, ITU.
Statistics: A Tool For Social Research
Notes Grading Scale now posted on website.
Implementation of Computer Simulation Software in Learning Low-Level Computer Language: A Case Study Johnny Chan Chi Hown.
A Survey of Adult Learning
1 Chapter 17: Introduction to Regression. 2 Introduction to Linear Regression The Pearson correlation measures the degree to which a set of data points.
Nikki Schutte Betsy Geiselman Seth McCoy Domonique Jackson.
The Attitudes of Physical Education and Sport Students Toward Information and Communication Technologies (ICT) By Zekeriya Goktas Balikesir University.
1 Maximizing Learning in Online Training Courses: Meta-Analytic Evidence Traci Sitzmann Advanced Distributed Learning.
Effectiveness of a Virtual Laboratory as a preparatory resource for Distance Education chemistry students Presenter: Yun-Ting,Wong Advisor: Ming-Puu,Chen.
Student Engagement Survey Results and Analysis June 2011.
1 of 46 MGMT 6970 PSYCHOMETRICS © 2014, Michael Kalsher Michael J. Kalsher Department of Cognitive Science Inferential Statistics IV: Factorial ANOVA.
Evaluating a Research Report
Figure 3. The average interest of males and females pursuing a science career comparing pre-adolescence and adolescence. Averages were not significantly.
S519: Evaluation of Information Systems Social Statistics Inferential Statistics Chapter 8: Significantly significant.
Main components of effective teaching. SRI validity A measuring instrument is valid if it measures what it is supposed to measure SRIs measure: Student.
CHILDREN’S PERCEPTIONS OF LEARNING WITH EDUCATIONAL GAMES USING IPOD TOUCHES Yasemin Allsop ICT Coordinator, Wilbury Primary School (UK)
Statistics: Introduction Healey Ch. 1. Outline The role of statistics in the research process Statistical applications Types of variables.
October 15. In Chapter 19: 19.1 Preventing Confounding 19.2 Simpson’s Paradox 19.3 Mantel-Haenszel Methods 19.4 Interaction.
Seminar on Theories in Child Development: Overview Dr. K. A. Korb University of Jos.
Amity School of Business ADVANCES IN TECHNOLOGY-BASED TRAINING.
Examination of Public Perceptions of Four Types of Child Sexual Abuse Prevention Programs Brandon Kopp Raymond Miltenberger.
Changing Economic Vulnerability of Thai elderly in 2002 & 2007 (Target Journal: IPSR Journal) ANLAYA SMUSENEETO.
NONTRADITIONAL STUDENTS IN COMMUNITY COLLEGES AND THE MODEL OF COLLEGE OUTCOMES FOR ADULTS Applied Technology, Training and Development University of North.
Effectiveness Evaluation for “Introduction to Computer Technology” Subject Base on Learning Management System (LMS) Naruemon Saengduangkhae Rajamangala.
Sub-regional Workshop on Census Data Evaluation, Phnom Penh, Cambodia, November 2011 Evaluation of Age and Sex Distribution United Nations Statistics.
Differences between Genders And Age groups. Hypothesis: Male students believe they perform better in traditional classes over online classes while female.
V v COLLEGE OF PUBLIC HEALTH AND HUMAN SCIENCES Improvement of Self-Efficacy, Attitude and Belief Systems of Undergraduates Working with Children with.
METHODS Sample: The Institute for Survey Research of Temple University conducted face-to-face interviews for the 1995 National Alcohol Survey (NAS). The.
Anatomy of a Research Article Five (or six) major sections Abstract Introduction (without a heading!) Method (and procedures) Results Discussion and conclusions.
Hints for Stating Hypotheses
How Effective Are One-to-One Tutoring programs in Reading for Elementary Students at Risk for Reading Failure? A Meta-Analysis of the Intervention Research.
Lecture Title Lecturer Name year Subject Name Code.
Technology and Aging Eileen Wood. Why should we be talking about computers and aging? Social connections Independence Cognitive Skills.
Surveying instructor and learner attitudes toward e-learning Presenter: Jenny Tseng Professor: Ming-Puu Chen Date: April 12, 2008 Liaw, S., Huang, H.,
Personal Control over Development: Effects on the Perception and Emotional Evaluation of Personal Development in Adulthood.
Advanced Science and Technology Letters Vol.47 (Education 2014), pp Instructor’s Evaluation on Importance.
INDIVIDUAL DIFFERENCES IN STUDENT LEARNING ZACH HAMBRICK How People Learn Forum, April 27, 2012.
Helping ELL Learners Advance To the Next Level: Teaching Through Video Games By: Colleen Hart.
SOCI332- Statistics for Social Science
Comparing Performance on the Virtual Laparoscopic and Robotic Simulators Among Medical Students Pursuing Surgical versus Non-surgical Residencies Amanda.
Producing Data: Experiments BPS - 5th Ed. Chapter 9 1.
The DID Model of the Technology-Based Instructional Design EDU 529 Computer-Based Instructional Technology.
IN WHAT WAYS DO PRESERVICE TEACHERS UTILIZED AN WEB-BASED LEARNING SUPPORT SYSTEM? Fethi Ahmet Inan The University of Memphis Soner Yildirim.
Gender Differences in Delay of Gratification: A Meta-Analysis Irwin W. Silverman Alicia Summers Radford University.
Shawn Laatsch. Gap in Literature - Little or no research done on the impacts of digital planetaria with undergraduates in astronomy classes, yet numerous.
By: Rashard Allen.  I predict that males will spend more time playing video games on average per week than females  I also predict teenagers at the.
Jeroen Bourgonjon, Martin Valcke, Ronald Soetaert, Tammy Schellens Students’ perceptions about the use of video games in the classroom Computers & Education.
Efficacy of Interactive Whiteboards as Teaching Tools in the Nutrition Education of Fifth Grade Students Lori Maddox, MS, RD, LD; Tina Crook, PhD, RD,
The Results of Using Educational Games on Math Score for Preschool Children Pavinee Komanasin.
Differences in Online and Telephone Responses Keith Ingham, Ryan Gondek, Jimmy Mauk, and Dr. Escaleras College of Business: Economics Do people give extreme.
Information Retention in e-Learning De Leon Kimberly Obonyo Carolyne Penn John Yang Xiaoyan.
Student Learning or the Student Experience: The Shift from Traditional to Non-Traditional Faculty in Higher Education Dr. Pamela Allen, Dr. Paul Withey,
Computer Attitude and Computer Self-Efficacy: A Case Study of Thai Undergraduate Students Jantawan Noiwan Thawatchai Piyawat Anthony F. Norcio HCI International.
Two Sample Hypothesis Testing (paired t-test)
Use of Academic Resources Among Different Socioeconomic Classes
ADVANCES IN TECHNOLOGY-BASED TRAINING
Testing the Difference Between Two Means
Evidence for gender bias in interpreting online professor ratings
Kayla McCaleb, Sara Sohr-Preston, and Karen Phung
Chapter 5 Hypothesis Testing
Student Mobility and Achievement Growth In State Assessment Mohamed Dirir Connecticut Department of Education Paper presented at National Conference.
Inference for Relationships
By Pak T. Lee, Nguyen Thi Phuong Linh, and Sunisa Thatong
Conclusions and Future Implications
Presentation transcript:

COMPUTER GAMING AND INTERACTIVE SIMULATIONS FOR LEARNING: A META-ANALYSIS Summarized by: John Burrillo

Introduction  To understand the relationship between educational gaming and simulation computer gaming.  How they affect learning is important for several reasons.  The main object of this analysis is to make an accurate determination of how games and interactive simulations relate to learning.

Introduction (cont.)  Society is relying on computers causes children and adults to be required to interact with them in all settings.  One of the setting being in the classroom.  Schools and universities are finding that computer programs are cutting educational and training costs.  There is evidence that computer games or simulation “teach” people more effectively that traditional methods.

Methods  Potential studies were selected from dissertation abstracts, and back-searches from gathered articles’ reference lists.  In order to be included in the analysis, each study must have identified cognitive gains or attitudinal changes as one of its main hypotheses.  It was required that each study report statistics assessing traditional classroom teaching versus computer gaming or interactive simulation teaching.

Methods (cont.)  Studies were assessed by three variables: 1- interactive simulation, 2- game, 3- unknown/unspecified.  Population- under 5 yrs., elementary (K-5), middle school (6 th -8 th ), high school (9 th -12 th ), college (undergraduate study ages 18-24), and adults (25 yrs. and older).  Gender- Both males and females.  248 studies were evaluated and only 32 met the standards to be used in this analysis.

Methods (cont.)  Computer characteristics (realism) and user (individual or group) were also used.  All statistics used in each study were converted to the effect size index r using the following formulas: F to r = sq. root of F/F + df (1) t to r = sq. root of t2/t2 + df (2) z to r = sq. root of z2/n (3) x2 to r = sq. root of x2(1)/n1 + n2 (4)

Results  There were two effect sizes that were compiled for the overall results.  There were significantly higher cognitive gains from the interactive simulation or games than the traditional teaching methods.  Females showed significant cognitive gains, and there was an insufficient number of studies that had only males to allow for a reasonable conclusion.

Results (cont.)  Preschool, elementary, middle, and high school students showed favorable results to simulation and gaming. This was also the case for college students and adults.  The level of realism did not effect the results, and did show strong interactive simulation and game preferences. The user (individual or group) showed results towards simulation or gaming.  The overall results showed significantly higher cognitive gains and better attitudes toward learning for subjects using interactive games or simulations compared to those using traditional teaching methods for instruction.

Any Questions?