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Autor/in | Holmes, Venita |
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Titel | New Digital Energy Game, the Use of Games to Influence Attitudes, Interests, and Student Achievement in Science |
Quelle | (2012), (9 Seiten)
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Monographie |
Schlagwörter | Academic Achievement; Science Achievement; State Standards; Science Tests; Correlation; Urban Schools; Science Education; Energy; Student Surveys; Online Surveys; Minority Group Students; Computer Games; Educational Games; Educational Technology; Web Based Instruction; Science Instruction; Scientific Attitudes; Science Interests; Middle School Students; High School Students; Low Income Groups; Mixed Methods Research; Pretests Posttests; Statistical Analysis; Instructional Effectiveness; School Business Relationship; Corporate Support; Partnerships in Education; Texas; Texas Essential Knowledge and Skills Schulleistung; Korrelation; Urban area; Urban areas; School; Schools; Stadtregion; Stadt; Schule; Naturwissenschaftliche Bildung; Energie; Schülerbefragung; Computer game; Computerspiel; Computerspiele; Educational game; Lernspiel; Unterrichtsmedien; Web Based Training; Teaching of science; Science education; Natural sciences Lessons; Naturwissenschaftlicher Unterricht; Middle school; Middle schools; Student; Students; Mittelschule; Mittelstufenschule; Schüler; Schülerin; High school; High schools; Oberschule; Studentin; Statistische Analyse; Unterrichtserfolg; Hochschulpartnerschaft |
Abstract | Purpose: To assess how the use of games contributes to students' science learning, interests, and attitudes about science. Methodology: The study sample was middle and high-school students in a large urban school district in 2012. A total of 1191 students participated in the game. The majority of students were Hispanic females of low socio-economic backgrounds. Students were recruited by science teachers at their schools. A mixed-method, pre-posttest design was used to measure students' science knowledge, attitudes, and interests. The instruments were piloted in the previous year with a comparable student group, and were found to be reliable measures. The instruments were distributed, using a web-based format, to students in their science classes. Items on the science test were developed based on state standards. Students were offered incentives to participate in the game. Results: Findings from a paired sample of 391 students revealed a statistically significant increase in the number of science test items answered correctly from pre- to posttests. Eta squared results indicated a moderate effect size. There was also a statistically significant increase in the overall mean interest rating, but a decrease in the mean attitude rating over the study period. Pearson's r revealed a strong, positive correlation between students' interests and attitudes about science. Conclusions: There was evidence that, as students' interests in science increased, their attitudes about science increased. Moreover, as students' pre-interests and attitudes about science increased, their post science assessment scores increased. Recommendations: There were limitations to the study, including the lack of a comparison group who did not participate in the game. Nevertheless, the findings suggest immediate benefits in the use of games to improve middle and high-school students' science performance. Future studies might investigate the long-term impact of the game on students' science achievement and career pathways. Additional data: (There are 7 tables and graphs included in the paper.) (Contains 3 tables and 4 figures.) (As Provided). |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2017/4/10 |