Learning the Law of Reflection: Event‐Related Potentials of Children Aged 6–12 during Educational Video Game Play

2020 ◽  
Vol 14 (4) ◽  
pp. 361-375
Author(s):  
Joseph E. Schroer ◽  
Robin D. Thomas
2011 ◽  
Vol 1 (3) ◽  
pp. 63-73 ◽  
Author(s):  
Michael R. Findley

Educational video games allow for a level of intrinsic motivation and engagement that is not found in other forms of learning. This study determines if students found educational video game play to be a motivating experience and if a relationship existed between student learning styles and levels of motivation. High school psychology students played two short online educational video games and, upon completion of the activity, their intrinsic motivation levels were determined using an evaluation questionnaire. The data, as determined by the evaluation questionnaire, revealed that students found playing educational video games to be intrinsically motivating. Further examination revealed no statistically significant differences between the student learning styles and the motivation experienced during educational video game play.


Author(s):  
Michael R. Findley

Educational video games allow for a level of intrinsic motivation and engagement that is not found in other forms of learning. This study determines if students found educational video game play to be a motivating experience and if a relationship existed between student learning styles and levels of motivation. High school psychology students played two short online educational video games and, upon completion of the activity, their intrinsic motivation levels were determined using an evaluation questionnaire. The data, as determined by the evaluation questionnaire, revealed that students found playing educational video games to be intrinsically motivating. Further examination revealed no statistically significant differences between the student learning styles and the motivation experienced during educational video game play.


2020 ◽  
pp. 204275302098012
Author(s):  
Javier Corredor ◽  
Johanna Sanchez-Mora ◽  
Andry Bustamante-Barreto

This article explores why certain types of conversations are effective to develop disciplinary knowledge during video game play while others are not. In particular, we analyze conversations among students playing an educational video game that focuses on the process of viral replication. To do so, we use an emergent qualitative coding strategy. In this process, we identify three different types of conversational patterns: general, content and situated conversations. General conversations are not related to biology or other class topic. Content conversations are related to class content, but they do not involve the different sources of information available for students. Situated conversations delve into disciplinary knowledge by connecting gameplay with the information available in the educational materials. Situated conversations support the development of disciplinary knowledge by presenting the symbolic devices of the domain and bringing expert knowledge to the learning situation.


2017 ◽  
Vol 56 (4) ◽  
pp. 467-484 ◽  
Author(s):  
Karla R. Hamlen

Video game play is a pervasive recreational activity, particularly among college students. While there is a large research base focused on educational video game play and uses of games in the classroom, there is much less research focused on cognitive strategies and entertainment video game play. The purpose of this study was to investigate potential relationships between general problem-solving styles and problem-solving approaches in video games. One hundred and thirty-eight undergraduate college students completed online surveys about their video game play and also an assessment of general problem-solving style. A multivariate linear regression revealed relationships between general problem-solving styles and problem-solving preferences in video games, with a few differences when looking at specific genres of games. This study provides evidence that approaches to video game play can be a reflection of real-life problem-solving styles.


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.


Dreaming ◽  
2019 ◽  
Vol 29 (2) ◽  
pp. 127-143 ◽  
Author(s):  
Marc Sestir ◽  
Ming Tai ◽  
Jennifer Peszka

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