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Using diffusion of innovations to explore digital gaming in undergraduate library instructionRobertson, Michael James. Jones, James G., January 2009 (has links)
Thesis (Ph. D.)--University of North Texas, Aug., 2009. / Title from title page display. Includes bibliographical references.
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The effects of a problem based learning digital game on continuing motivation to learn scienceToprac, Paul K., 1960- 24 September 2012 (has links)
The purpose of this study was to determine whether playing a problem-based learning (PBL) computer game, Alien Rescue III, would promote continuing motivation (CM) to learn science, and to explore the possible sources of CM. Another goal was to determine whether CM and interest to learn science in the classroom were identical constructs. CM was defined as the pursuit of academic learning goals in noninstructional contexts that were initially encountered in the classroom. Alien Rescue was played for a total of 9 hours in the seventh grade of a private middle school with 44 students, total, participating. The study used a design-based research approach that attempted to triangulate quantitative and qualitative methods. A science knowledge test, and two selfreport questionnaires--one measuring motivation and one measuring CM--were administered preintervention, postintervention, and follow-up. Qualitative data was also collected, including student interviews, classroom observations, written responses, and a science teacher interview. Repeated measures ANOVAs were used to determine any significant changes in scores. A multiple regression analysis was used to explore whether a model of CM could be determined using the Eccles’ expectancy-value achievement motivation model. The constant comparative method was used to obtain relevant information from the qualitative data. Based on contradictory quantitative and qualitative findings, results were mixed as to whether students exhibited an increase in CM to learn space science. Students continued to freely engage Alien Rescue during the mid-class break, but this does not strictly adhere to the definition of CM. However, many students did find space science more interesting than anticipated and developed increased desire to learn more in class, if not outside of class. Results also suggest that CM and interest in learning more in class are separate but related constructs. Finally, no satisfactory model emerged from the multiple regression analysis but based on students’ interviews, continuing interest to learn is influenced by all the components of Eccles’ expectancy-value model. Response effects may have confounded quantitative results. Discussion includes challenges of researching in classrooms, CM, and Eccles’ motivational model, and the tension between PBL and game based approaches. Future design recommendations and research directions are provided. / text
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Multimedia instruction for individual and collaborative interactive learning environments : a cognitive load approachNihalani, Priya K. 08 June 2011 (has links)
This study sought to identify factors that optimize individual and collaborative cognitive processing in complex learning environments. Across two laboratory sessions, the effects of manipulating instructional sequence delivery (high cognitive load vs. low cognitive load) of a simulation-based game and learning condition (individual vs. collaborative) were examined on retention and transfer of instructional content. The instruction was a set of tutorials for preparing novice students to use Aspire, a simulation-based game, developed by Cisco, that teaches entrepreneurial and computer networking skills within the industry of information technology.
An instructional sequence by learning condition interaction was found on transfer, but not retention, measures. For delayed transfer performance, individuals who received high load instruction experienced cognitive overload that exceeded their cognitive capacity. Collaborative students were able to collaborate with each other in a way that reduced the high cognitive load imposed by the instructional sequence; thus, they were able to process the instructional content across their collective working memory. Individual students were not able to reduce the cognitive load imposed by the instructional sequence; thus, they had less working memory capacity for processing the instructional content. Collaborative students who received the low load instruction also demonstrated lower motivation than those who received high load instruction.
Taken together, these findings support the notions of individual and collective working memory processing differences. This study holds implications for leveraging technology to design learning environments that aid students in attaining collaborative skills and knowledge needed for the 21st century. / text
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Efficacy of Reward Allotment on Children's Motivation and Learning: Toward a Potential Means of Developing 21st Century Knowledge Building SkillsXu, Zhenhua 11 July 2013 (has links)
The present study assesses the effects of reward allotment for a highly motivating game through the examination of students’ variations in response to different schedules of reinforcement. Fifty-four Chinese children from preschool to grade three participated by playing a number-matching game on Sifteo cubes. Two types of reward allotment—a 25%-chance-of-winning reinforcement schedule, and an escalating 25-75% reinforcement schedule—were examined in the number-matching game. Overall, the results proved that both reinforcement schedules effectively sustained children’s motivation in playing the game. In this experimental study I hypothesized that if the findings could be replicated in an extremely simple game that does not have the manifold array of additional motivators found in commercial successful video games, we could have a powerful motivating element to be used in educational games, given that digital games are potentially beneficial in helping students to develop 21st-century skills such as collaborative and problem-solving skills.
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Efficacy of Reward Allotment on Children's Motivation and Learning: Toward a Potential Means of Developing 21st Century Knowledge Building SkillsXu, Zhenhua 11 July 2013 (has links)
The present study assesses the effects of reward allotment for a highly motivating game through the examination of students’ variations in response to different schedules of reinforcement. Fifty-four Chinese children from preschool to grade three participated by playing a number-matching game on Sifteo cubes. Two types of reward allotment—a 25%-chance-of-winning reinforcement schedule, and an escalating 25-75% reinforcement schedule—were examined in the number-matching game. Overall, the results proved that both reinforcement schedules effectively sustained children’s motivation in playing the game. In this experimental study I hypothesized that if the findings could be replicated in an extremely simple game that does not have the manifold array of additional motivators found in commercial successful video games, we could have a powerful motivating element to be used in educational games, given that digital games are potentially beneficial in helping students to develop 21st-century skills such as collaborative and problem-solving skills.
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Designing typozilla : an online application that appeals to gifted children : a thesis presented in partial fulfilment of the requirements for the degree of Masters in Design at Massey University, Wellington, New ZealandBlachnitzky, Angela January 2009 (has links)
This thesis responds to the specific educational and social needs of gifted children within the context of online applications. Online enrichment activities and social opportunities are only successful if they are able to attract and sustain attention of the advanced interests of gifted children. The aim of the research is to design an online application that appeals to gifted children and recognises the identified intellectual and social needs within the New Zealand context. This was achieved through research through design by establishing a design strategy that uses the findings of investigations and applies them to a prototype application. Developers of online content for gifted children may benefit from this research. As an initial investigation a survey was conducted about how gifted New Zealand primary school children are using online applications. It was assumed following the literature review that online applications would appeal to gifted children if they teach a new skill, have multiplayer functionality and address higher order thinking skills. Basic design characteristics of the most popular gaming websites amongst gifted children (from the survey) were then used to inform the design strategy and to develop the prototype online application typozilla. Key findings were retrieved through observation of gifted children using typozilla. The majority of children observed were especially enthusiastic seeing other players’ avatars within multiplayer areas and competing against each other. They enjoyed learning a new skill (which was touch-typing) and engaging in creative tasks. In interviews all gifted children confirmed that they perceived the typozilla design as appealing.
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Designing typozilla : an online application that appeals to gifted children : a thesis presented in partial fulfilment of the requirements for the degree of Masters in Design at Massey University, Wellington, New ZealandBlachnitzky, Angela January 2009 (has links)
This thesis responds to the specific educational and social needs of gifted children within the context of online applications. Online enrichment activities and social opportunities are only successful if they are able to attract and sustain attention of the advanced interests of gifted children. The aim of the research is to design an online application that appeals to gifted children and recognises the identified intellectual and social needs within the New Zealand context. This was achieved through research through design by establishing a design strategy that uses the findings of investigations and applies them to a prototype application. Developers of online content for gifted children may benefit from this research. As an initial investigation a survey was conducted about how gifted New Zealand primary school children are using online applications. It was assumed following the literature review that online applications would appeal to gifted children if they teach a new skill, have multiplayer functionality and address higher order thinking skills. Basic design characteristics of the most popular gaming websites amongst gifted children (from the survey) were then used to inform the design strategy and to develop the prototype online application typozilla. Key findings were retrieved through observation of gifted children using typozilla. The majority of children observed were especially enthusiastic seeing other players’ avatars within multiplayer areas and competing against each other. They enjoyed learning a new skill (which was touch-typing) and engaging in creative tasks. In interviews all gifted children confirmed that they perceived the typozilla design as appealing.
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Designing typozilla : an online application that appeals to gifted children : a thesis presented in partial fulfilment of the requirements for the degree of Masters in Design at Massey University, Wellington, New ZealandBlachnitzky, Angela January 2009 (has links)
This thesis responds to the specific educational and social needs of gifted children within the context of online applications. Online enrichment activities and social opportunities are only successful if they are able to attract and sustain attention of the advanced interests of gifted children. The aim of the research is to design an online application that appeals to gifted children and recognises the identified intellectual and social needs within the New Zealand context. This was achieved through research through design by establishing a design strategy that uses the findings of investigations and applies them to a prototype application. Developers of online content for gifted children may benefit from this research. As an initial investigation a survey was conducted about how gifted New Zealand primary school children are using online applications. It was assumed following the literature review that online applications would appeal to gifted children if they teach a new skill, have multiplayer functionality and address higher order thinking skills. Basic design characteristics of the most popular gaming websites amongst gifted children (from the survey) were then used to inform the design strategy and to develop the prototype online application typozilla. Key findings were retrieved through observation of gifted children using typozilla. The majority of children observed were especially enthusiastic seeing other players’ avatars within multiplayer areas and competing against each other. They enjoyed learning a new skill (which was touch-typing) and engaging in creative tasks. In interviews all gifted children confirmed that they perceived the typozilla design as appealing.
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Designing typozilla : an online application that appeals to gifted children : a thesis presented in partial fulfilment of the requirements for the degree of Masters in Design at Massey University, Wellington, New ZealandBlachnitzky, Angela January 2009 (has links)
This thesis responds to the specific educational and social needs of gifted children within the context of online applications. Online enrichment activities and social opportunities are only successful if they are able to attract and sustain attention of the advanced interests of gifted children. The aim of the research is to design an online application that appeals to gifted children and recognises the identified intellectual and social needs within the New Zealand context. This was achieved through research through design by establishing a design strategy that uses the findings of investigations and applies them to a prototype application. Developers of online content for gifted children may benefit from this research. As an initial investigation a survey was conducted about how gifted New Zealand primary school children are using online applications. It was assumed following the literature review that online applications would appeal to gifted children if they teach a new skill, have multiplayer functionality and address higher order thinking skills. Basic design characteristics of the most popular gaming websites amongst gifted children (from the survey) were then used to inform the design strategy and to develop the prototype online application typozilla. Key findings were retrieved through observation of gifted children using typozilla. The majority of children observed were especially enthusiastic seeing other players’ avatars within multiplayer areas and competing against each other. They enjoyed learning a new skill (which was touch-typing) and engaging in creative tasks. In interviews all gifted children confirmed that they perceived the typozilla design as appealing.
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Designing typozilla : an online application that appeals to gifted children : a thesis presented in partial fulfilment of the requirements for the degree of Masters in Design at Massey University, Wellington, New ZealandBlachnitzky, Angela January 2009 (has links)
This thesis responds to the specific educational and social needs of gifted children within the context of online applications. Online enrichment activities and social opportunities are only successful if they are able to attract and sustain attention of the advanced interests of gifted children. The aim of the research is to design an online application that appeals to gifted children and recognises the identified intellectual and social needs within the New Zealand context. This was achieved through research through design by establishing a design strategy that uses the findings of investigations and applies them to a prototype application. Developers of online content for gifted children may benefit from this research. As an initial investigation a survey was conducted about how gifted New Zealand primary school children are using online applications. It was assumed following the literature review that online applications would appeal to gifted children if they teach a new skill, have multiplayer functionality and address higher order thinking skills. Basic design characteristics of the most popular gaming websites amongst gifted children (from the survey) were then used to inform the design strategy and to develop the prototype online application typozilla. Key findings were retrieved through observation of gifted children using typozilla. The majority of children observed were especially enthusiastic seeing other players’ avatars within multiplayer areas and competing against each other. They enjoyed learning a new skill (which was touch-typing) and engaging in creative tasks. In interviews all gifted children confirmed that they perceived the typozilla design as appealing.
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