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COMPUTER GAMING AND INTERACTIVE SIMULATIONS FOR LEARNING: A META-ANALYSIS Summarized by: John Burrillo.

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Presentation on theme: "COMPUTER GAMING AND INTERACTIVE SIMULATIONS FOR LEARNING: A META-ANALYSIS Summarized by: John Burrillo."— Presentation transcript:

1 COMPUTER GAMING AND INTERACTIVE SIMULATIONS FOR LEARNING: A META-ANALYSIS Summarized by: John Burrillo

2 Introduction  To understand the relationship between educational gaming and simulation computer gaming.  How they affect learning is important for several reasons.  The main object of this analysis is to make an accurate determination of how games and interactive simulations relate to learning.

3 Introduction (cont.)  Society is relying on computers causes children and adults to be required to interact with them in all settings.  One of the setting being in the classroom.  Schools and universities are finding that computer programs are cutting educational and training costs.  There is evidence that computer games or simulation “teach” people more effectively that traditional methods.

4 Methods  Potential studies were selected from dissertation abstracts, and back-searches from gathered articles’ reference lists.  In order to be included in the analysis, each study must have identified cognitive gains or attitudinal changes as one of its main hypotheses.  It was required that each study report statistics assessing traditional classroom teaching versus computer gaming or interactive simulation teaching.

5 Methods (cont.)  Studies were assessed by three variables: 1- interactive simulation, 2- game, 3- unknown/unspecified.  Population- under 5 yrs., elementary (K-5), middle school (6 th -8 th ), high school (9 th -12 th ), college (undergraduate study ages 18-24), and adults (25 yrs. and older).  Gender- Both males and females.  248 studies were evaluated and only 32 met the standards to be used in this analysis.

6 Methods (cont.)  Computer characteristics (realism) and user (individual or group) were also used.  All statistics used in each study were converted to the effect size index r using the following formulas: F to r = sq. root of F/F + df (1) t to r = sq. root of t2/t2 + df (2) z to r = sq. root of z2/n (3) x2 to r = sq. root of x2(1)/n1 + n2 (4)

7 Results  There were two effect sizes that were compiled for the overall results.  There were significantly higher cognitive gains from the interactive simulation or games than the traditional teaching methods.  Females showed significant cognitive gains, and there was an insufficient number of studies that had only males to allow for a reasonable conclusion.

8 Results (cont.)  Preschool, elementary, middle, and high school students showed favorable results to simulation and gaming. This was also the case for college students and adults.  The level of realism did not effect the results, and did show strong interactive simulation and game preferences. The user (individual or group) showed results towards simulation or gaming.  The overall results showed significantly higher cognitive gains and better attitudes toward learning for subjects using interactive games or simulations compared to those using traditional teaching methods for instruction.

9 Any Questions?


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