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Autor/inn/enMeluso, Angela; Zheng, Meixun; Spires, Hiller A.; Lester, James
TitelEnhancing 5th Graders' Science Content Knowledge and Self-Efficacy through Game-Based Learning
QuelleIn: Computers & Education, 59 (2012) 2, S.497-504 (8 Seiten)Infoseite zur Zeitschrift
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Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN0360-1315
DOI10.1016/j.compedu.2011.12.019
SchlagwörterSelf Efficacy; Grade 5; Educational Games; STEM Education; Science Instruction; Cooperative Learning; Individualized Instruction; Computer Assisted Instruction; Educational Technology; Computer Simulation; Computer Games; Instructional Design; Instructional Effectiveness; Educational Strategies; Teaching Methods; Student Motivation; Comparative Analysis
AbstractMany argue that games can positively impact learning by providing an intrinsically motivating and engaging learning environment for students in ways that traditional school cannot. Recent research demonstrates that games have the potential to impact student learning in STEM content areas and that collaborative gameplay may be of particular importance for learning gains. This study investigated the effects of collaborative and single game player conditions on science content learning and science self-efficacy. Results indicated that there were no differences between the two playing conditions; however, when conditions were collapsed, science content learning and self-efficacy significantly increased. Future research should focus on the composition of collaboration interaction among game players to assess what types of collaborative tasks may yield positive learning gains. (Contains 4 figures.) (As Provided).
AnmerkungenElsevier. 6277 Sea Harbor Drive, Orlando, FL 32887-4800. Tel: 877-839-7126; Tel: 407-345-4020; Fax: 407-363-1354; e-mail: usjcs@elsevier.com; Web site: http://www.elsevier.com
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2017/4/10
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