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More than just fun and games: assessing the value of educational video games in the classroom
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Source Conference on Human Factors in Computing Systems archive
CHI '04 extended abstracts on Human factors in computing systems table of contents
Vienna, Austria
SESSION: Late breaking result papers table of contents
Pages: 1375 - 1378  
Year of Publication: 2004
ISBN:1-58113-703-6
Authors
Jeremy Lee  University of Michigan, Ann Arbor, MI
Kathleen Luchini  University of Michigan, Ann Arbor, MI
Benjamin Michael  University of Michigan, Ann Arbor, MI
Cathie Norris  University of North Texas, Denton, TX
Elliot Soloway  University of Michigan, Ann Arbor, MI
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 26,   Downloads (12 Months): 156,   Citation Count: 2
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ABSTRACT

The objective of this preliminary study is to investigate whether educational video games can be integrated into a classroom with positive effects for the teacher and students. The challenges faced when introducing a video game into a classroom are twofold: overcoming the notion that a "toy" does not belong in the school and developing software that has real educational value while stimulating the learner. We conducted an initial pilot study with 39 second grade students using our mathematic drill software Skills Arena. Early data from the pilot suggests that not only do teachers and students enjoy using Skills Arena, students have exceeded our expectations by doing three times more math problems in 19 days than they would have using traditional worksheets. Based on this encouraging qualitative study, future work that focuses on quantitative benefits should likely uncover additional positive results.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Bransford, J.L., Brown, A.L. and Cocking, R.R. (eds.). How People Learn: Brain, Mind, Experience, and School. National Academy Press, Washington, D.C., 2000.
 
2
Okan, Z. Edutainment: is learning at risk? British Journal of Educational Technology, 34 (3). 255--264.
 
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Quintana, C., Krajcik, J. and Soloway, E. Issues and Approaches for Developing Learner-Centered Technology. Advances in Computers, 57. 271--321.
 
5


Collaborative Colleagues:
Jeremy Lee: colleagues
Kathleen Luchini: colleagues
Benjamin Michael: colleagues
Cathie Norris: colleagues
Elliot Soloway: colleagues