scholarly journals Impact of an active educational video game on children's motivation, science knowledge, and physical activity

2016 ◽  
Vol 5 (2) ◽  
pp. 239-245 ◽  
Author(s):  
Haichun Sun ◽  
Yong Gao
2013 ◽  
Vol 221 (2) ◽  
pp. 90-97 ◽  
Author(s):  
John L. Sherry

Millions in taxpayer and foundation euros and dollars have been spent building and testing educational video games, games for health, and serious games. What have been the fruits of this frenzy of activity? What educational video game has had the reach and impact of Sesame Street or Blues Clues television shows? By comparison, the Children’s Television Workshop (CTW) managed to get Sesame Street off the ground within a couple of years, writing the basic scientific literature on educational media design in the process. Not only is Sesame Street well known and proven, it laid the basis for every effective educational show to follow. This article explores the differences between the CTW scientific approach to educational media production and the mostly nonscientific approach consuming so many resources in the educational games, games for health, and serious games movements. Fundamental scientific questions that remain unanswered are outlined.


2015 ◽  
Vol 21 (5) ◽  
pp. 1283-1297 ◽  
Author(s):  
Mido Chang ◽  
Michael A. Evans ◽  
Sunha Kim ◽  
Anderson Norton ◽  
Kirby Deater-Deckard ◽  
...  

Author(s):  
Noah L. Schroeder ◽  
Alexandrea Oliver ◽  
Kenneth Deffet ◽  
James Morgan

The development of educational video games can be a challenging process. Typically, games are created for one content area and are designed to specifically facilitate learning in regards to that content. However, this approach inherently limits the utility of the game to specific content. In this chapter, the authors describe the development and systematic iterative playtesting of an educational game designed to be modified by end-users (e.g., teachers, researchers, students). Quantitative and qualitative data were collected through three phases of beta-testing, and the results from each test informed the subsequent version of the software. Overall, the results indicated that, aside from fixing software glitches, the addition of aesthetically pleasing graphical user interfaces and the integration of sound effects appear to have made the biggest contributions to players' perceptions of the game.


2020 ◽  
Vol 12 (6) ◽  
pp. 2283
Author(s):  
Félix Zurita Ortega ◽  
Nuria Medina Medina ◽  
Francisco Luis Gutiérrez Vela ◽  
Ramón Chacón Cuberos

The knowledge of evaluation instruments to determine the level of gameplay of schoolchildren is very important at this time. A systematic review has been carried out in this study. The aim of this paper is to investigate the psychometric properties of a study of a sample of Spanish gamers. Two hundred and thirty-seven children (mean age: 11.2± 1.17 years, range: 10-12 years, 59.5% female) completed the Gameplay-Scale to discover their opinions after a game session with a serious educational game. The final scale consisted of three factors. The fit for factor 1 (usability) was 0.712, the fit for factor 2 was 0.702 (satisfaction), the fit for factor 3 was 0.886 (empathy) and the overall fit was 0.868. A positive and direct relationship could be observed between all the dimensions of the developed scale. The greatest correlation strength is shown between satisfaction and empathy (r = 0.800; p < 0.005), followed by satisfaction and usability (r = 0.180; p < 0.05) and the association between empathy and usability (r = 0.140; p < 0.05). In summary, the results of the present study support the use of the Gameplay-Scale as a valid and reliable measure of the game experience of youth populations. These results demonstrate strong psychometric properties so that the Gameplay-Scale appears to be a valid instrument for children in different contexts where an educational video game is used, analyzing its usability/“playability” in terms of learning to use it, game satisfaction, and empathy.


Technologies ◽  
2017 ◽  
Vol 5 (2) ◽  
pp. 30 ◽  
Author(s):  
Kimberly Hieftje ◽  
Tyra Pendergrass ◽  
Tassos Kyriakides ◽  
Walter Gilliam ◽  
Lynn Fiellin

Author(s):  
Víctor Manuel QUIJANO-ABAN ◽  
Gimer Amilcar CERVERA-EVIA ◽  
José Guadalupe MOO-PECH ◽  
Bonesí QUIJANO-CRUZ

When we talk about video games we associate it with in entertainment, but its use also has extensive benefits in educational area: promote skills, help review curricular and allows you to keep track student progress. Mathematics 3.0, are two software prototypes: one for the teacher and another one for the student, with this it, then seeks to promote skills in the resolution of numerical fractions at primary school in a playful way. This paper shows the results obtained in this project using the Prototype methodology.


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