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Game-Based Learning Thrives, Despite Reports of Its Decline

Autor:   •  March 19, 2018  •  945 Words (4 Pages)  •  632 Views

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The methodology I would use in this research is data analysis. In this case the quantitative data of the grade level as well as the test scores prior to and after the use of gaming would give valid answers regarding the effectiveness of games in the educational system. Also sampling from a certain population and collecting the data could serve as valid research. In my research I will use gaming and education articles that highlight the significant aspect of gaming as well as statistical facts about the use of gaming in grade school and the need for it. In an article entitled “Reviewing the need for gaming in education to accommodate the “net generation”(G Bekebrede, HJG Warmelink, IS Mayer - Computers & Education, 2011) it is explained that students in present day are referred to as the “net generation’ which a generation that has grown up with computer games and other technology affecting their preferred learning styles and social interaction patterns. Because of this student of this generation prefers active, collaborative and technology-rich learning. In this case this would justify the implementation of games as a way to satisfy the needs of the new generation, who are more technologically advanced than previous generations. In addition to this, statistical facts were listed about the correlation between gaming and learning in the “net generation.”

Mostly, the success of my research will depend on statistical research gathered by the outcomes of the test scores after gaming, this data will have to be either gathered from prior sources that have investigated this topic or new research using samples from a school can be used by evaluating test scores after the implementation of games, this new research can take years to gather to adequately measure the success of gaming in a school environment. The pilot testing phase would include a sample of students and their test results after their experience with different genres of learning games. Once there is a clear distinction as to which genre is most desirable and effective, the next phase would be a critical analysis of that genre and statistical analysis of the test scores prior to and after gaming.

Bibliography

Ford, Tiffany. “4 Pros and Cons to gamified learning” https://blog.tophat.com/gamified-learning/. September 2015. Web. November 2016

G Bekebrede, (2011) Reviewing the need for gaming in education to accommodate the “Net generation Computers & Education, 57(2) 1521-5129

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