StudentShare
Contact Us
Sign In / Sign Up for FREE
Search
Go to advanced search...
Free

Gameing as an education tool - Coursework Example

Cite this document
Summary
However, iPads allow the use of simple but effective tools for improving the ability of these learners to easily understand relatively difficult topics (Spencer, 2013). The study by Riconscente (2013) used an experimental…
Download full paper File format: .doc, available for editing
GRAB THE BEST PAPER98.1% of users find it useful
Gameing as an education tool
Read Text Preview

Extract of sample "Gameing as an education tool"

Gaming as an Educational Tool: The Use of Games in room Teaching A Review of Research Results by Riconscente in “Resultsfrom a Controlled Study of the iPad Fractions Game Motion Math” Young learners often struggle with math learning. However, iPads allow the use of simple but effective tools for improving the ability of these learners to easily understand relatively difficult topics (Spencer, 2013). The study by Riconscente (2013) used an experimental repeated measures crossover design to investigate the rate of improvement that the iPad app Motion Math had on fourth graders’ ability to learn fractions.

It also investigated whether students’ reported self-efficacy, fraction liking and fraction knowledge had improved over the study period, and explored how the learners rated the app at the end of the study period. The results compared the findings obtained from analyzing data obtained from fourth-grade learners in two schools. Motion Math is designed to take the learner through three basic levels of fraction learning, with each level further subdivided into 24 sublevels. The levels represent the increasing difficulty of the game, and requires continuous attention to detail.

Tests for differences in fraction knowledge for learners in the two schools (with one group in each school being introduced to Motion Math, and schools labeled A and B for ethical reasons) showed specific similarity in results. The layout involved creating two groups of students and comparing how they performed over three sets of tests (pre-test, mid-test, and post-test) administered before introducing the devices, in the middle of the week, and at the end of the week 9which also marked the end of the study period).

The group that was introduced to Motion Math performed significantly better at the mid-test compared to the pre-test while the group that was not introduced to the app performed significantly better at the post-test than in the mid-test. For the Motion-Math group in each school, the results did not show significant improvement between the mid-test and posttest. On the other hand, the group that was not introduced to the app performed significantly better at the posttest than in the mid-test but did not have significant improvement in results between the pretest and the mid-test.

There were short-term gains in using the app for teaching but both groups (the group that was introduced to the app and the one that was not) tended to have similar performances in the long-run. The two groups had different test trajectories motivated by the use of lack of use of the Motion Math app. The results for self-efficacy, self-ratings on fraction knowledge and fraction liking followed a similar trend as the performances, with the mid-test scores differing for the control and experimental groups at the mid-test but showing no significant difference at the pre-test and post-test with no overall difference for the three items.

The results from both schools showed that the Motion-Math groups had significant improvement in self-efficacy, self-rating and perceived fraction-knowledge scores between the pretest and mid-test, but did not have significant improvement between the mid-test and the posttest for the three ratings. By contrast, the groups that were not introduced to the app did not have significant improvement on self-reported “self-efficacy”, “self-rating”, and “fraction knowledge” scores. However, the groups had significant improvement for the three ratings between the mid-test and post-test exams.

Students rated the app highly, overwhelmingly (95%) agreeing that it helped them learn fractions.ReferencesRiconscente, M. M. (2013). Results from a controlled study of the iPad fractions game Motion Math. Games and Culture. 8(4): 186-214.Spencer, P. (2013). IPads: Improving numeracy learning in the early years. Retrieved from www.merga.net.au/documents/Spencer_MERGA36-2013.pdf. (accessed 15th Jan 2015).

Read More
Cite this document
  • APA
  • MLA
  • CHICAGO
(“Gameing as an education tool Coursework Example | Topics and Well Written Essays - 500 words”, n.d.)
Gameing as an education tool Coursework Example | Topics and Well Written Essays - 500 words. Retrieved from https://studentshare.org/education/1674112-gameing-as-an-education-tool
(Gameing As an Education Tool Coursework Example | Topics and Well Written Essays - 500 Words)
Gameing As an Education Tool Coursework Example | Topics and Well Written Essays - 500 Words. https://studentshare.org/education/1674112-gameing-as-an-education-tool.
“Gameing As an Education Tool Coursework Example | Topics and Well Written Essays - 500 Words”, n.d. https://studentshare.org/education/1674112-gameing-as-an-education-tool.
  • Cited: 0 times

CHECK THESE SAMPLES OF Gameing as an education tool

Gambling Regulations among Different Sports Organizations

Civilized cities and states can use legalized gambling to generate tax revenue that supports specific public services, such as education.... When ever we go through the elite and the normal class of people in countries most things and habits common in the society are to be found....
4 Pages (1000 words) Essay

A Visit to a Casino

New Jersey is one of the states, which provides funding for education and treatment programs for people with a gambling problem.... A visit to a casino may start as a fun activity or a challenge for most people.... It is a time to try their luck, have a good time and enjoy the excitement of the casino, the fine restaurants, the shows and the other conveniences found in casino hotels. However, as with any other form of entertainment, it can get addictive after a while....
1 Pages (250 words) Essay

Internet gaming is a politically charged issue in the United States and elsewhere

In the United States, the gaming industry is in the middle of being revolutionized.... The casinos that once dominated the scene in Las Vegas are now being gradually replaced by technology and its convenience.... The new generation of gamblers has left the casinos speechless, at least the physical ones....
6 Pages (1500 words) Essay

Implications and Benefits of Educational Games

Consequently, educational gaming has become conventional in educational systems as a teaching tool.... In fact, with the past and current technological advancements, more and equally more sophisticated games have been introduced into the classroom.... In particular, digital games have emerged as rather… An important aspect of educational games is that they should be and are designed to fit learner needs and different tasks and activities that k-12 educational systems require learners to undertake at school and at home (Krumholz 2)....
8 Pages (2000 words) Essay

Core Security Issues Related to Web Application

iscuss in detail whether or not cyber competitions are valuable as an educational tool.... It serves as an educational tool.... You need to justify your answer, include examples of how competitions are conducted, and how they can be used for education along with any associated value (if any)....
2 Pages (500 words) Assignment

End to Legalized Gambling

… 29 April 2006The Government Should Put an End to Legalized GamblingThere are a number of reasons why legalized gambling should be prevented from continuing.... In any form of gambling, be it internet, betting, casinos, card games, they all can place 29 April 2006The Government Should Put an End to Legalized GamblingThere are a number of reasons why legalized gambling should be prevented from continuing....
9 Pages (2250 words) Essay

Serious Games: Learning for the Igeneration

otivationThe key principles of education are to create an internal driving force.... This research paper "Serious Games: Learning for the Igeneration" presents gaming that is becoming an integral part of eLearning.... If approached with the seriousness needed in the design, then results are sure to impress....
11 Pages (2750 words) Research Paper

Is Poker Machine an Issue of Common Good or Evil

… The paper “Is Poker Machine an Issue of Common Good or Evil?... rdquo; is a  thrilling version of a case study on social science.... This is an academic report about Poker Machines.... Almost every individual in this country has an idea of what machines are.... The influence that such games have had on the population is evident....
8 Pages (2000 words) Case Study
sponsored ads
We use cookies to create the best experience for you. Keep on browsing if you are OK with that, or find out how to manage cookies.
Contact Us