Journal Article
Summary: Combining
Software Games with Education: Evaluation of its Educational Effectiveness
Name: Trina
Nouvong
Date: May
13, 2010
Reference: Virvou,
M., Katsionis, G., & Manos, K. (2005). Combining Software Games with Education: Evaluation of its
Educational Effectiveness. Educational Technology & Society, 8
(2), 54-65. Retrieved
April 29, 2010, from http://www.citeulike.org/user/peircen/article/4860386
Problem: The process of learning is very difficult cognitive
task that can
be hard for students because it requires
effort. With technology
growing the focus of studentŐs attention
is on computer games. The
purpose of this study is to see the effectiveness
of educational
games on students who used to or have poor
performance in the
subject matter taught prior to their
experience with the game.
Context: Elementary students ages 9-10 years old were from schools in
Greece participated
in the study. Ninety fourth graders participated in this experiment. The
experiment consisted of four parts that were done parallel to one another. Students were
chosen by their grades from the previous year. The groups of children were randomly divided into two
independent sub-groups with the same number of children. The first sub-group used the
VR-ENGAGE (the educational game)
and the second sub-group used the ITS with the simple UI (User Interface). The
students were all taught from the same curriculum and had similar background on
the use of the computers. All of
the were computer-literate and had been trained at their schools for the basic
use of windows, the internet and other popular software that students would
use.
Findings: The t-test results show that the students did significantly better
with the VR-ENGAGE as a tool rather than just the other software. The results of the analysis were
based on pre-test errors, post-test errors and the improvement percentage on
mistakes between pre-test and post-test.
Based on the findings from the sub-groups of the VR-ENGAGE and simple
ITS, the students did better by ten-percent using the VR-ENGAGE versus the
simple ITS. After the tests,
students were interviewed about their experiences using the different
software. Teachers were also
interviewed about their student performance on their pre-tests and
post-tests. The students were
excited by the fact that they had a game that helped them with their learning. The only down side was the students
were comparing it to other virtual games and how the other games had more
sophisticated environments, more adventure and more action. Teachers were impressed by game
structure and how it helped the students who they didnŐt feel performed very
well on geography. The teachers
liked using the computers in the classroom and wish to include educational
games like this in the future.
Recommendations: In conclusion,
I recommend that this research could be very helpful for educators that might
need the extra support for students who might need it. Sometimes students need a different
tool to help them with their learning.
Creating a game based around curriculum gives not only the students but
teachers as well more engagement and a positive learning environment where
everyone can feel successful.