12.07.2015 Views

Results

Results

Results

SHOW MORE
SHOW LESS
  • No tags were found...

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Year 1Students love Second Life Teen GridTeachers were interested but worriedControl, social behavior, lack of tech skills, school issuesGames do improve engagement in content–achievement (10%)Field Testing of Games – Pre/Post Tests


Year 2Quasi-experimental ModelCompared Groups:1. Pre/Post Testing; Game Play with No Instruction2. Post Testing; No Game Play with No InstructionThen:Play1. Pre/Post Testing with Instruction with Game


Instructionwith GamePlayGamePlayOnlyNoInstructionG1: N = 47G2: N= 45G1 Post: N = 92


NoInstructionResearchin textsResearchin SecondLife OnlyG1: N=80G1a : N=40G1b: N=40


AfterGamePlayNoInstructionG1: N=63G2: N=63


NoInstructionAfterGamePlayInstructionwith GamePlayG1: N= 49G2: N=51


NoInstructionAfterGamePlayInstructionwith GamePlayG1: N= 36G2: N=36


The students seem to be coming around more and more. Whileescorting one of the students to the home economicsclassroom…she talked about how much she enjoyed sciencefiction, technology, computers, and games, and asked lots ofquestions what it's like to pursue a career in computer science.The students are excited for the new year to start. Some of the new6th graders are cousins or siblings of last year’s 6th graders sothey have heard about the games I created ; they are excited tosee what lies ahead for this yearA parent told me this morning that she had to take her daughter tothe library to play the science games this weekend. The parent’scomment – those must be great games for my daughter to go tothe library.


STEAMhttp://vital.cs.ohiou.edufranklit@ohio.edu

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!