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This research proposal focuses on investigating the key factors in educational games that stimulate and sustain student motivation while optimizing the learning experience. With a renewed interest in educational game development, this study aims to understand how games can be designed to engage students, particularly those in 6th grade or higher accustomed to traditional learning environments. Utilizing mixed methods, including quantitative assessments and qualitative interviews, the research will seek to identify effective strategies that enhance learning and encourage self-directed study.
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Taneshia Marshall EDIT 6900 Spring 2012 DESIGNING DIGITAL GAMES FOR EDUCATION
Educational Games Background • A renewed interest in research • Increased exposure of technology and multimedia lead to more research • Games alone are not sufficient for learning • Potential for cognitive overload • Too many visuals distract learner from objectives
Educational Games Background • Key element: FUN • Game development is a growing process • Potential to be powerful learning tools • Opportunity to fill in teaching gaps • Congruency leads to learning effectiveness • Gaming improves learning under the right conditions
Research Proposal • Research Question: • What are the key factors in educational games that encourage and sustain motivation while maximizing the student's learning experience? • Participant: • 6th grade or higher who are accustomed to traditional learning environments • Setting: • School’s computer labs and on the student’s personal computers in the school’s study area
Value of Research • Finding what works best and in what ways • Entice learners to learn on their own • Lead to motivated and intelligent students
Methodology • Mixed Methods • Quantitative • Qualitative • Self reporting instruments • Interviews after game play • Pre & Post Test