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Effects of Learning Though Video Games, Interactive Fiction and Lectures on Engagement and Task Recall - Coursework Example

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The author of the "Effects of Learning Though Video Games, Interactive Fiction and Lectures on Engagement and Task Recall" paper explores the use of video games as a way of providing a fun and interactive way of learning when used in careful measures…
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A between-group design study was conducted among 80 University Students. A video game, Fallout 3 which is a post-apocalyptic video game based on the Sino-American war in the year 2277 was used. A PlayStation 3 and an Xbox 360 with the game Fallout 3 was used in the Game group. A computer game was used for the Interactive Fiction group. Podcast lectures were developed for the lecture group.Learners in the game group were the most engaged (level of engagement = 2.27) while those in the lecture group were the least engaged (level of engagement =0.93). Engagement level has a significant effect (p=0.006) on a student’s learning outcomes.

Learner engagement presents a challenge to teachers all over the world. It is a difficult concept to define because it encompasses the academic, cognitive, intellectual, institutional, behavioral, social, and psychological aspects of a student (Parsons & Taylor, 2011). These aspects of the learner may affect the learning outcomes despite the nature of effort made by the teacher. However, it is certain that despite the various intrinsic and extrinsic factors affecting student behavior, it is the goal of every teacher to increase student engagement in a learning environment.

Effective learning can only be achieved when students in the class can be kept engaged during instruction. This engagement can take various forms from the motivated authentic engagement level to outright rebellion (Gettinger & Ball, 2007). Authentic engagement is achieved when students are immersed in their work thereby deriving clear meaning and value from instruction. Between the two extremes of engagement are the levels of compliance referred to as ritual and passive compliance (Gettinger & Ball, 2007).

In cases where instruction has little or no meaning to students but they still achieve engagement, ritual compliance is observed. Engagement in this case is expected because students only value the extrinsic outcomes that are to be expected from such kinds of engagement such as good grades.

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Effects of Learning Though Video Games, Interactive Fiction and Coursework Example | Topics and Well Written Essays - 5250 words. https://studentshare.org/education/1824867-research-report-abstract-introduction-discussion-only-about-engagement-and-teaching-method-in-learning
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Effects of Learning Though Video Games, Interactive Fiction and Coursework Example | Topics and Well Written Essays - 5250 Words. https://studentshare.org/education/1824867-research-report-abstract-introduction-discussion-only-about-engagement-and-teaching-method-in-learning.
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