• DocumentCode
    169669
  • Title

    Educational Video Games and Students´ Game Engagement

  • Author

    Chang, Mingchao ; Evans, M. ; Kim, Sungho ; Deater-Deckard, Kirby ; Norton, Alan

  • fYear
    2014
  • fDate
    6-9 May 2014
  • Firstpage
    1
  • Lastpage
    3
  • 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.
  • Keywords
    computer aided instruction; iOS (operating system); mathematics computing; notebook computers; serious games (computing); EVG; Math App; US; algebra-readiness; educational video games; evidence-based approach; fractions; iOS platform; iPads; learner characteristic; learner gender; learner prior ability; mathematics performance; part-whole conceptions; quasiexperimental design; student game engagement; Algebra; Educational technology; Games; Instruments; Research and development;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Information Science and Applications (ICISA), 2014 International Conference on
  • Conference_Location
    Seoul
  • Print_ISBN
    978-1-4799-4443-9
  • Type

    conf

  • DOI
    10.1109/ICISA.2014.6847390
  • Filename
    6847390