메뉴 건너뛰기




Volumn 55, Issue 2, 2010, Pages 427-443

The effects of modern mathematics computer games on mathematics achievement and class motivation

Author keywords

Human computer interface; Improving classroom teaching; Interactive learning environments; Simulations; Teaching learning strategies

Indexed keywords

CO-VARIANCE; COMPUTER GAME; COMPUTER SKILL; CONTROL GROUPS; ENGLISH LANGUAGES; EXPERIMENTAL GROUPS; HUMAN COMPUTER INTERFACES; IMPROVING CLASSROOM TEACHING; INTERACTIVE LEARNING ENVIRONMENT; MIXED METHOD; MULTI VARIATE ANALYSIS; PRIOR KNOWLEDGE; TEACHING/LEARNING STRATEGY;

EID: 77953233297     PISSN: 03601315     EISSN: None     Source Type: Journal    
DOI: 10.1016/j.compedu.2010.02.007     Document Type: Article
Times cited : (428)

References (54)
  • 1
    • 80054932576 scopus 로고    scopus 로고
    • Paper presented at the NMC. Cleveland, Ohio. Retrieved 10.09.07 from
    • Bixler B. Motivation and its relationship to the design of educational games. Paper presented at the NMC. Cleveland, Ohio. Retrieved 10.09.07 from (2006). http://archive.nmc.org/events/2006summerconf/materials/Bixler/m&g.pd f
    • (2006) Motivation and its relationship to the design of educational games
    • Bixler, B.1
  • 3
    • 27544449976 scopus 로고    scopus 로고
    • The effects of online gaming, cognition and feedback type in facilitating delayed achievement of different learning objectives
    • Cameron B., and Dwyer F. The effects of online gaming, cognition and feedback type in facilitating delayed achievement of different learning objectives. Journal of Interactive Learning Research 16 3 (2005) 243-258
    • (2005) Journal of Interactive Learning Research , vol.16 , Issue.3 , pp. 243-258
    • Cameron, B.1    Dwyer, F.2
  • 6
    • 67650229601 scopus 로고    scopus 로고
    • Effectiveness of using a video game to teach a course in mechanical engineering
    • Coller B.D., and Scott M.J. Effectiveness of using a video game to teach a course in mechanical engineering. Computers & Education 53 3 (2009) 900-912
    • (2009) Computers & Education , vol.53 , Issue.3 , pp. 900-912
    • Coller, B.D.1    Scott, M.J.2
  • 7
    • 33845779343 scopus 로고
    • Mar 31-April 4, Paper presented at the American Educational Research Association. Chicago, IL
    • Cooper, H. (1985, Mar 31-April 4). A taxonomy of literature reviews. Paper presented at the American Educational Research Association. Chicago, IL.
    • (1985) A taxonomy of literature reviews
    • Cooper, H.1
  • 8
    • 33748478612 scopus 로고    scopus 로고
    • The real-time global supply chain game: new educational tool for developing supply chain management professionals
    • Corsi T.M., Boyson S., Verbraeck A., Van Houten S., Han C., and Macdonald J.R. The real-time global supply chain game: new educational tool for developing supply chain management professionals. Transportation Journal 45 3 (2006) 61-73
    • (2006) Transportation Journal , vol.45 , Issue.3 , pp. 61-73
    • Corsi, T.M.1    Boyson, S.2    Verbraeck, A.3    Van Houten, S.4    Han, C.5    Macdonald, J.R.6
  • 12
    • 77953231613 scopus 로고    scopus 로고
    • Paper presented at the Eastern Educational Research Association. Clearwater, Florida
    • Din, F. S., & Calao, J. (2000). Playing computer games versus better learning. Paper presented at the Eastern Educational Research Association. Clearwater, Florida.
    • (2000) Playing computer games versus better learning
    • Din, F.S.1    Calao, J.2
  • 14
    • 0030792946 scopus 로고    scopus 로고
    • Is Mr Pac man eating our children? A review of the impact of video games on children
    • Emes C.E. Is Mr Pac man eating our children? A review of the impact of video games on children. Canadian Journal of Psychiatry 42 4 (1997) 409-414
    • (1997) Canadian Journal of Psychiatry , vol.42 , Issue.4 , pp. 409-414
    • Emes, C.E.1
  • 17
    • 67549103767 scopus 로고    scopus 로고
    • Games, motivation, and learning: a research and practice model
    • Garris R., Ahlers R., and Driskell J.E. Games, motivation, and learning: a research and practice model. Simulation & Gaming 33 4 (2002) 441-467
    • (2002) Simulation & Gaming , vol.33 , Issue.4 , pp. 441-467
    • Garris, R.1    Ahlers, R.2    Driskell, J.E.3
  • 18
    • 0034463099 scopus 로고    scopus 로고
    • Learning information retrieval through an educational game. Is gaming sufficient for learning?
    • Halttunen K., and Sormunen E. Learning information retrieval through an educational game. Is gaming sufficient for learning?. Education for Information 18 4 (2000) 289
    • (2000) Education for Information , vol.18 , Issue.4 , pp. 289
    • Halttunen, K.1    Sormunen, E.2
  • 19
    • 28844447074 scopus 로고    scopus 로고
    • RDS Occasional Paper No. 72, Research, Development and Statistics Directorate, Communications Development Unit, Home Office, London
    • Harris J. The effects of computer games on young children - A review of the research. RDS Occasional Paper No. 72 (2001), Research, Development and Statistics Directorate, Communications Development Unit, Home Office, London
    • (2001) The effects of computer games on young children - A review of the research
    • Harris, J.1
  • 20
    • 84856494836 scopus 로고    scopus 로고
    • The effectiveness of instructional games: a literature review and discussion
    • Hays R.T. The effectiveness of instructional games: a literature review and discussion. Naval Air Warfare Center Training System Division (No. 2005-004) (2005). Retrieved 07.10.07 from http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA441935&Location=U2&do c=GetTRDoc.pdf
    • (2005) Naval Air Warfare Center Training System Division (No. 2005-004)
    • Hays, R.T.1
  • 21
    • 77953231943 scopus 로고    scopus 로고
    • Perron B., and Wolf M. (Eds), Routledge Retrieved 15.02.06 from
    • Holland W., Jenkins H., and Squire K. In: Perron B., and Wolf M. (Eds). Video game theory (2002), Routledge. http://www.educationarcade.org/gtt/ Retrieved 15.02.06 from
    • (2002) Video game theory
    • Holland, W.1    Jenkins, H.2    Squire, K.3
  • 22
    • 0026868445 scopus 로고
    • Overcoming limits to learning in computer-based learning environments
    • Isaacs W., and Senge P. Overcoming limits to learning in computer-based learning environments. European Journal of Operational Research 59 (1992) 183-196
    • (1992) European Journal of Operational Research , vol.59 , pp. 183-196
    • Isaacs, W.1    Senge, P.2
  • 23
    • 33847320717 scopus 로고    scopus 로고
    • Game playing for mathematics learning: cooperative or not?
    • Ke F., and Grabowski B. Game playing for mathematics learning: cooperative or not?. British Journal of Educational Technology 38 2 (2007) 249-259
    • (2007) British Journal of Educational Technology , vol.38 , Issue.2 , pp. 249-259
    • Ke, F.1    Grabowski, B.2
  • 24
    • 76849111206 scopus 로고    scopus 로고
    • Factors affecting teachers' adoption of educational computer games: a case study
    • 10.1111/j.1467-8535.2008.00921
    • Kebritchi M. Factors affecting teachers' adoption of educational computer games: a case study. British Journal of Educational Technology (2009) 10.1111/j.1467-8535.2008.00921
    • (2009) British Journal of Educational Technology
    • Kebritchi, M.1
  • 25
    • 0001867917 scopus 로고
    • Development and use of the ARCS model of motivational design
    • Keller J.M. Development and use of the ARCS model of motivational design. Journal of Instructional Development 10 3 (1987) 2-10
    • (1987) Journal of Instructional Development , vol.10 , Issue.3 , pp. 2-10
    • Keller, J.M.1
  • 26
    • 24344472182 scopus 로고    scopus 로고
    • Content creation challenges and flow experience in educational games: the IT-Emperor case
    • Kiili K. Content creation challenges and flow experience in educational games: the IT-Emperor case. The Internet and Higher Education 8 3 (2005) 183-198
    • (2005) The Internet and Higher Education , vol.8 , Issue.3 , pp. 183-198
    • Kiili, K.1
  • 30
    • 30344478768 scopus 로고    scopus 로고
    • Learning styles and learning spaces: enhancing experiential learning in higher education
    • Kolb A.Y., and Kolb D.A. Learning styles and learning spaces: enhancing experiential learning in higher education. Academy of Management Learning and Education 4 2 (2005) 193-212
    • (2005) Academy of Management Learning and Education , vol.4 , Issue.2 , pp. 193-212
    • Kolb, A.Y.1    Kolb, D.A.2
  • 34
    • 33644985146 scopus 로고    scopus 로고
    • Gaming in a 3-D multiuser virtual environment: engaging students in science lessons
    • Lim C.P., Nonis D., and Hedberg J. Gaming in a 3-D multiuser virtual environment: engaging students in science lessons. British Journal of Educational Technology 37 2 (2006) 211-231
    • (2006) British Journal of Educational Technology , vol.37 , Issue.2 , pp. 211-231
    • Lim, C.P.1    Nonis, D.2    Hedberg, J.3
  • 35
    • 33751528771 scopus 로고    scopus 로고
    • Computer support for learning mathematics: a learning environment based on recreational learning objects
    • Lopez-Morteo G., and Lopez G. Computer support for learning mathematics: a learning environment based on recreational learning objects. Computers & Education 48 4 (2007) 618-641
    • (2007) Computers & Education , vol.48 , Issue.4 , pp. 618-641
    • Lopez-Morteo, G.1    Lopez, G.2
  • 36
    • 85007866459 scopus 로고    scopus 로고
    • Using web-based computer games to meet the demands of today's highstakes testing: a mixed method inquiry
    • McDonald K.K., and Hanafin R.D. Using web-based computer games to meet the demands of today's highstakes testing: a mixed method inquiry. Journal of Research on Technology in Education 35 (2003) 459-472
    • (2003) Journal of Research on Technology in Education , vol.35 , pp. 459-472
    • McDonald, K.K.1    Hanafin, R.D.2
  • 39
    • 33847249958 scopus 로고    scopus 로고
    • Who learns best with multiple representations? Cognitive theory implications for individual differences in multimedia learning
    • Paper presented at, Denver, CO
    • Moreno, R. (2002). Who learns best with multiple representations? Cognitive theory implications for individual differences in multimedia learning. Paper presented at World Conference on Educational Multimedia, Hypermedia, Telecommunications. Denver, CO.
    • (2002) World Conference on Educational Multimedia, Hypermedia, Telecommunications
    • Moreno, R.1
  • 41
    • 58149411070 scopus 로고
    • On choosing a test statistic in multivariate analyses of variance
    • Olson C.L. On choosing a test statistic in multivariate analyses of variance. Psychological Bulletin 83 (1976) 579-586
    • (1976) Psychological Bulletin , vol.83 , pp. 579-586
    • Olson, C.L.1
  • 43
    • 56549129970 scopus 로고    scopus 로고
    • Digital game-based learning in high school computer science education: impact on educational effectiveness and student motivation
    • Papastergiou M. Digital game-based learning in high school computer science education: impact on educational effectiveness and student motivation. Computers & Education 52 1 (2009) 1-12
    • (2009) Computers & Education , vol.52 , Issue.1 , pp. 1-12
    • Papastergiou, M.1
  • 44
    • 67650266440 scopus 로고    scopus 로고
    • Exploring the potential of computer and video games for health and physical education: a literature review
    • Papastergiou M. Exploring the potential of computer and video games for health and physical education: a literature review. Computers & Education 53 3 (2009) 603-622
    • (2009) Computers & Education , vol.53 , Issue.3 , pp. 603-622
    • Papastergiou, M.1
  • 46
    • 77953229062 scopus 로고    scopus 로고
    • Princeton Review (January 2008). Interim psychometric report for the Orange county public schools Test 1 & 2.
    • Princeton Review (January 2008). Interim psychometric report for the Orange county public schools Test 1 & 2.
  • 47
    • 84965372362 scopus 로고
    • The effectiveness of games for educational purposes: a review of recent research
    • Randel J.M., Morris B.A., Wetzel C.D., and Whitehill B.V. The effectiveness of games for educational purposes: a review of recent research. Simulation and Gaming 23 3 (1992) 261-276
    • (1992) Simulation and Gaming , vol.23 , Issue.3 , pp. 261-276
    • Randel, J.M.1    Morris, B.A.2    Wetzel, C.D.3    Whitehill, B.V.4
  • 48
    • 84867938189 scopus 로고    scopus 로고
    • Beyond nintendo: design and assessment of educational video games for first and second grade students
    • Rosas R., Nussbaum M., Cumsille P., Marianov V., Correa M., Flores P., et al. Beyond nintendo: design and assessment of educational video games for first and second grade students. Computers & Education 40 1 (2003) 71-94
    • (2003) Computers & Education , vol.40 , Issue.1 , pp. 71-94
    • Rosas, R.1    Nussbaum, M.2    Cumsille, P.3    Marianov, V.4    Correa, M.5    Flores, P.6
  • 50
    • 75749086773 scopus 로고    scopus 로고
    • The long history of gaming in military training
    • Smith R. The long history of gaming in military training. Simulation & Gaming 41 1 (2010) 6-19
    • (2010) Simulation & Gaming , vol.41 , Issue.1 , pp. 6-19
    • Smith, R.1
  • 51
    • 33751513124 scopus 로고    scopus 로고
    • Digital game-based learning
    • Van Eck R. Digital game-based learning. Educause Review 2 K (2006) 6-22
    • (2006) Educause Review , vol.2 , Issue.K , pp. 6-22
    • Van Eck, R.1
  • 52
    • 33846168924 scopus 로고
    • A quantitative review of research on instructional simulation gaming: a twenty-year perspective
    • VanSickle R.L. A quantitative review of research on instructional simulation gaming: a twenty-year perspective. Theory and Research in Social Education 14 3 (1986) 245-264
    • (1986) Theory and Research in Social Education , vol.14 , Issue.3 , pp. 245-264
    • VanSickle, R.L.1
  • 54
    • 70349122308 scopus 로고    scopus 로고
    • Online vocabulary games as a tool for teaching and learning English vocabulary
    • Yip F.W.M., and Kwan A.C.M. Online vocabulary games as a tool for teaching and learning English vocabulary. Educational Media International 43 3 (2006) 233-249
    • (2006) Educational Media International , vol.43 , Issue.3 , pp. 233-249
    • Yip, F.W.M.1    Kwan, A.C.M.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.