Relative effectiveness of educational video games in the science classroom

dc.contributor.advisorChairperson, Graduate Committee: Peggy Taylor.en
dc.contributor.authorNickerson, Eriken
dc.date.accessioned2013-06-25T18:39:34Z
dc.date.available2013-06-25T18:39:34Z
dc.date.issued2011en
dc.description.abstractResearch has shown that educational video games are effective learning tools, but have not made a significant impact in the classroom. This gap could be a result of the design of the games, in that most educational video games imitate classroom style activities (such as answering multiple choice questions or memorizing flash cards) instead of using the computer's superior simulation capabilities to create a unique learning experience. This research project examined the difference between different styles of educational video games, as well as the overall effect of these games. Each different type of game helped students learn, though the games with more words created a stronger impression that learning actually happened.en
dc.identifier.urihttps://scholarworks.montana.edu/handle/1/1953en
dc.language.isoenen
dc.publisherMontana State University - Bozeman, Graduate Schoolen
dc.rights.holderCopyright 2011 by Erik Nickersonen
dc.subject.lcshScience--Study and teachingen
dc.subject.lcshEducational gamesen
dc.subject.lcshVisual learningen
dc.subject.lcshCognitive scienceen
dc.subject.lcshVideo gamesen
dc.titleRelative effectiveness of educational video games in the science classroomen
dc.typeProfessional Paperen
mus.relation.departmentMaster of Science in Science Education.en_US
thesis.catalog.ckey1739934en
thesis.degree.departmentMaster of Science in Science Education.en
thesis.degree.genreProfessional Paperen
thesis.degree.nameMSen
thesis.format.extentfirstpage1en
thesis.format.extentlastpage75en

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