A qualitative and quantitative study that give insight into students framing of digital physics video game environments is presented in this thesis. A qualitative pilot study is explained followed by a follow-up interview study. Analysis of post-interview video data showed evidence of discourse-differences in students framing of gaming environments as being game-like, or physics like.
A secondary quantitative study analyzed the detail of students post gameplay artwork to see if there were statistically significant difference in the artwork due to the frequency and duration of gameplay. Analysis using a hierarchical linear model split across class sessions was not able to explain the variance in students performance.
Identifer | oai:union.ndltd.org:VANDERBILT/oai:VANDERBILTETD:etd-07172013-125114 |
Date | 29 July 2013 |
Creators | Hughes, James Michael |
Contributors | Pratim Sengupta, Douglas Clark |
Publisher | VANDERBILT |
Source Sets | Vanderbilt University Theses |
Language | English |
Detected Language | English |
Type | text |
Format | application/pdf |
Source | http://etd.library.vanderbilt.edu/available/etd-07172013-125114/ |
Rights | unrestricted, I hereby certify that, if appropriate, I have obtained and attached hereto a written permission statement from the owner(s) of each third party copyrighted matter to be included in my thesis, dissertation, or project report, allowing distribution as specified below. I certify that the version I submitted is the same as that approved by my advisory committee. I hereby grant to Vanderbilt University or its agents the non-exclusive license to archive and make accessible, under the conditions specified below, my thesis, dissertation, or project report in whole or in part in all forms of media, now or hereafter known. I retain all other ownership rights to the copyright of the thesis, dissertation or project report. I also retain the right to use in future works (such as articles or books) all or part of this thesis, dissertation, or project report. |
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