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Use of Video & Computer Games in Education

Use of Video & Computer Games in Education By: Hannah Stanislav, Shannon McGowan, Katie Kaiser, Brittany Geary, Amanda Schewe. Introduction

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Use of Video & Computer Games in Education

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  1. Use of Video & Computer Games in Education By: Hannah Stanislav, Shannon McGowan, Katie Kaiser, Brittany Geary, Amanda Schewe Introduction Video/computer games are utilized in classroom to enhance learning. There are different categories of educational games for teachers to choose from. Their purpose is to engage students in learning by doing so in a more interactive manner than traditional pen and paper learning. We conducted research to help us better understand if these types of games are beneficial to student’s learning. We also conducted a survey to see whether future educators think computer/video games are beneficial to students learning. Method We created a ten question survey to answer the following question: Are computer and video games beneficial in education? Our survey was conducted using a website known as surveymonkey.com. We emailed our survey to approximately 100 education students throughout our classes. We then received a total of 22 responses within a two day period. The future educators that responded to this survey are all students at Winona State University in Winona, Minnesota. Our ten questions were as follows: 1. In elementary school, did you ever play Educational computer/video games in the Classroom? Yes or no. 2. If you did use computer/video games in your classroom, do you think they were beneficial to your learning process? Why or why not? 3. As a future teacher are you interested in using educational computer/video games in your classroom curriculum? Yes or no. 4. Do you think it would be beneficial to incorporate video games, such as Wii Fit, into a Physical Education Program? Why or why not? • Methods Continued • 4. Do you think it would be beneficial to • incorporate video games, such as Wii Fit, into a • Physical Education Program? Why or why not? • 5. Today, students are more likely to be engaged in class work if there are educational computer/video games utilized. True or False? • 6. What are educational video games designed for? • a.) To teach people about a certain subject • b.) To expand a concept • c.) To understand a historical event or culture • d.) All of the above • 7. What skill is most obtainable for students participating in educational computer/video games? • a.) Multi-tasking • b.) Problem Solving • c.) Task Analysis • d.) Other • 8. Utilizing educational computer/video games can also beneficial to students with learning disabilities. True or False? • 9. From the following list, which subject do you • feel would be most beneficial to incorporate • educational computer/video games into? • a.) Math • b.) Science • c.) Social Studies • d.) Reading and Language Arts • e.) Music and the Arts • 10. In your opinion, what age group could benefit • the most from educational computer/video • games? Explain. Findings Conclusion Through our research and survey, we concluded that future educators believe that the use of computer/video games in the classroom are beneficial and enhance learning. We found that our survey respondents will choose to incorporate computer/video games in their future classroom curriculum. These types of games are designed to teach students about a certain subject, to expand a concept, and to understand a historical event or culture. Not only do computer/video games enhance learning for these objectives, but also cater to the needs of students with learning disabilities. These games could be a great teaching tool for auditory, visual, and kinesthetic learners. We conclude from our survey that K-6 and Math were the most beneficial areas for use of computer/video games in education. Our research was conclusive, therefore computer/video games in education are beneficial to education. However, more research could be conducted as a follow up to compare the academic successes of students with teachers who incorporate computer/video game technology compared to those who don’t. References Baek, Y. K. (2008). What Hinders Teachers in Using Computer and Video Games in the Classroom? Exploring Factors Inhibiting the Uptake of Computer and Video Games. CyberPsychology & Behavior, 11(no. 6), p. 665- 671. Retrieved September 7, 2010, from http://web.ebscohost.com.wsuproxy.mnpals.net "The Entertainment Software Association - Home Page." The Entertainment Software Association - Home Page. N.p. Web. 8 Sept. 2010. <http://www.theesa.com/>. This graph represents that 68.2 % of the future educators surveyed felt that students are more likely to be engaged in their class work if there is an education computer/video game utilized. The other 31.8% opposed this idea. This information was collected from question five. This graph shows that 77.3% of the future educators surveyed believe that problem solving is the most obtainable skill for students participating in educational computer/video games. In comparison 13.6 % believe that task analysis is most obtainable. While 9.1 % found other skills to be most obtainable. No future educator surveyed believe that multi-tasking was most obtainable. This information was collected from question seven in our survey. 77.3% This graph displays that 77.3 % of the future educators surveyed believe that Math would be most benefitted by incorporating educational computer/video games. Then followed by 18.2% who feel Social Studies would be most benefitted. Lastly 4.5% felt Reading and Language Arts would be most benefitted. Both Science and Music and the Arts did not receive any votes. This information was collected from question nine in our survey.

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