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Published byEdgar Fowler Modified over 9 years ago
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COMPUTER GAMING AND INTERACTIVE SIMULATIONS FOR LEARNING: A META-ANALYSIS Summarized by: John Burrillo
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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.
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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.
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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.
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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.
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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)
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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.
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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.
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