Mido Chang, M. Evans, Sunha Kim, K. Deater-Deckard, A. Norton
{"title":"Educational Video Games and Students' Game Engagement","authors":"Mido Chang, M. Evans, Sunha Kim, K. Deater-Deckard, A. Norton","doi":"10.1109/ICISA.2014.6847390","DOIUrl":null,"url":null,"abstract":"The [Math App], developed for the iOS platform (primarily targeting iPads), is an educational video game (EVG) intended to support students' understanding of fractions and thus promote algebra-readiness. In working with fractions, most fifth grade students in the U.S. rely on part-whole conceptions alone, inhibiting development toward algebra in higher grades. Using a quasi-experimental design, investigators document the theoretical and evidence-based approach to designing, developing, and piloting an EVG for algebra readiness. Our research and development of EVGs is grounded in theories of engagement - cognitive, behavioral, and affective domains - known to facilitate learning. In this research, we report the game engagement levels differed by learner's gender and prior ability in mathematics performance, and the amount of gameplay.","PeriodicalId":117185,"journal":{"name":"2014 International Conference on Information Science & Applications (ICISA)","volume":"136 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-05-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2014 International Conference on Information Science & Applications (ICISA)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICISA.2014.6847390","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 9
Abstract
The [Math App], developed for the iOS platform (primarily targeting iPads), is an educational video game (EVG) intended to support students' understanding of fractions and thus promote algebra-readiness. In working with fractions, most fifth grade students in the U.S. rely on part-whole conceptions alone, inhibiting development toward algebra in higher grades. Using a quasi-experimental design, investigators document the theoretical and evidence-based approach to designing, developing, and piloting an EVG for algebra readiness. Our research and development of EVGs is grounded in theories of engagement - cognitive, behavioral, and affective domains - known to facilitate learning. In this research, we report the game engagement levels differed by learner's gender and prior ability in mathematics performance, and the amount of gameplay.