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… 

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 and

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 both

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.

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 review

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 creation

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?

Investigating Immersion and Learning in a Low-Embodied versus High-Embodied Digital Educational Game: Lessons Learned from an Implementation in an Authentic School Classroom

Investigation of the impact of high-embodied digital educational game, integrated in a primary school classroom, on children’s immersion and content knowledge about nutrition in comparison to a low-embodies version of the game indicated that there was difference only on the level of engagement, in terms of perceived usability, while children's learning gains did not differ among the two conditions.

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-content

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.

Science Teacher Efficacy and Extrinsic Factors Toward Professional Development Using Video Games in a Design-Based Research Model: The Next Generation of STEM Learning

Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of



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.

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.

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 and

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 of

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 the

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 was

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.

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, and

Blending problem-based learning with Web technology positively impacts student learning outcomes in acid-base physiology.

Student progress in the blended WBL-PBL-collaborative learning environment was positively affected by the use of technology.