Bridging Realty to Virtual Reality: Investigating gender effect and student engagement on learning through video game play in an elementary school classroom

  title={Bridging Realty to Virtual Reality: Investigating gender effect and student engagement on learning through video game play in an elementary school classroom},
  author={Leonard A. Annetta and Jennifer Mangrum and Shawn Y. Holmes and Kimberly Collazo and Meng-Tzu Cheng},
  journal={International Journal of Science Education},
  pages={1091 - 1113}
The purpose of this study was to examine students' learning of simple machines, a fifth‐grade (ages 10–11) forces and motion unit, and student engagement using a teacher‐created Multiplayer Educational Gaming Application. This mixed‐method study collected pre‐test/post‐test results to determine student knowledge about simple machines. A survey ascertained the time spent using the computer for general purposes, and the time spent playing computer games as a function of gender. The pre‐test and… Expand
An Investigation of Gender Differences in a Game-based Learning Environment with Different Game Modes
Background:This study aimed to explore the gender differences of participants’ learning results, perceptions and gaming behaviors related to an energy quiz game with both single-player andExpand
Students’ learning outcomes and learning experiences through playing a Serious Educational Game
This study attempted to examine students’ learning outcomes and their learning experiences through playing a Serious Educational Game. A mixed-method research design was employed collecting bothExpand
Differential effects of learning games on mathematics proficiency
Results indicate that students in the game intervention group showed higher mathematics proficiency than those in the paper-and-pencil group, particularly among 7th graders and inclusion groups. Expand
1 SERIOUS GAMING IN ELEMENTARY EDUCATION The Effect of Serious Gaming on Elementary Student Learning
With our ever-changing technological world, schools need to incorporate more engaging learning activities that expose and extend students' learning with technologies. This literature reviewExpand
Assessing twenty‐first century skills through a teacher created video game for high school biology students
As twenty‐first century skills become a greater focus in K‐12 education, an infusion of technology that meets the needs of today’s students is paramount. This study looks at the design and creationExpand
Learning through Games: Essential Features of an Educational Game
This study investigated the following research questions: (1) Do instructional games augment learning? (2) What is the impact of the challenge and fantasy features in instructional games on learning?Expand
Investigating Immersion and Learning in a Low-Embodied versus High-Embodied Digital Educational Game: Lessons Learned from an Implementation in an Authentic School Classroom
Immersion is often argued to be one of the main driving forces behind children’s learning in digital educational games. Researchers have supported that movement-based interaction afforded by emergingExpand
Elementary Science Instruction: Examining a Virtual Environment for Evidence of Learning, Engagement, and 21st Century Competencies.
This mixed methods study examined the effectiveness of a virtual world curriculum for teaching elementary students complex science concepts and skills. Data were collected using pre- and post-contentExpand
Serious game-based and nongame-based online courses: Learning experiences and outcomes
The results from this study inform instructional designers, teachers, education stakeholders and educational game designers by providing research-based evidence related to the learning experiences and outcomes of the serious game-based online course. Expand
Computer Games for the Math Achievement of Diverse Students
This study empirically examined the effects of math computer games on the math performance of 4th-graders with focused attention on differential effects for gender and linguistic groups. Expand


Beyond Nintendo: design and assessment of educational video games for first and second grade students
Positive effects on motivation and classroom dynamics, indicate that the introduction of educational video games can be a useful tool in promoting learning within the classroom. Expand
Serious Games: Incorporating Video Games in the Classroom.
To understand how gaming might bridge the gap between student interest and how lessons are taught, graduate students in science education at North Carolina State University took an online course that incorporated role-playing games. Expand
Games and Learning.
Most games were not designed to be educational, yet they are immersive, experiential learning environments that carry enormous potential to draw students into a topic and help them learn information, skills, attitudes, and ways of thinking. Expand
Serious play
Suzanne de Castell is a professor of curriculum and instruction at Simon Fraser University, Burnaby, BC, Canada V5A 1S6; e-mail: Her interests centre on relations between media andExpand
Students' Perceptions and Experiences in a Learning Environment that Uses an Instructional Game as a Teaching Strategy
HONEYCUTT, BARBI TART. Students' Perceptions and Experiences in a Learning Environment that Uses an Instructional Game as a Teaching Strategy. (Under the direction of Dr. Beth Wilson.) The purpose ofExpand
Students' knowledge construction in small groups in the seventh grade biology laboratory: Verbal communication and physical engagement
Same- and mixed-gender small groups of middle school, seventh grade, students were observed gathering data on knowledge construction in terms of verbal communication and physical engagement in theExpand
The Effects of Gender and Presentation Format in Computer-Based Learning
The study explored gender differences in learning using different presentation formats (animation, still-graphics and text) with 357 eighth and ninth-grade student participants. A 3 × 2 ANCOVA wasExpand
The relationship between computer-game preference, gender, and mental-rotation ability
This study examined how computer-game preference relates to mental-rotation test (MRT) performance and to gender differences. Subjects were 861 German secondary-school children (mean age = 14.67;Expand
Application of computer games in the field of education
The paper will present the current scenarios of computer games being used for the purposes of education and training and dwell on areas in which the tremendous capabilities of computerGames as an education medium can be utilized in educating a new generation of students weaned on computer games. Expand
Enhancing the Effectiveness and Excitement of Management Education: A Collection of Experiential Exercises Derived from Children’s Games
Is there truly any difference between the games we enjoyed as children and some of the more dynamic and energizing experiential exercises used today for management education, training, andExpand