A study on exploiting commercial digital games into school context
Digital game-based learning is a research field within the context of technology-enhanced learning that has attracted significant research interest. Commercial off-the-shelf digital games have the potential to provide concrete learning experiences and allow for drawing links between abstract concept...
| Main Authors: | , |
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| Format: | Journal Article |
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2012
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| Online Access: | http://www.ifets.info/journals/15_1/3.pdf http://hdl.handle.net/20.500.11937/28063 |
| _version_ | 1848752434864717824 |
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| author | Panoutsopoulos, H. Sampson, Demetrios |
| author_facet | Panoutsopoulos, H. Sampson, Demetrios |
| author_sort | Panoutsopoulos, H. |
| building | Curtin Institutional Repository |
| collection | Online Access |
| description | Digital game-based learning is a research field within the context of technology-enhanced learning that has attracted significant research interest. Commercial off-the-shelf digital games have the potential to provide concrete learning experiences and allow for drawing links between abstract concepts and real-world situations. The aim of this paper is to provide evidence for the effect of a general-purpose commercial digital game (namely, the “Sims 2-Open for Business”) on the achievement of standard curriculum Mathematics educational objectives as well as genera l educational objectives as defined by standard taxonomies. Furthermore, students’ opinions about their participation in the proposed game-supported educational scenario and potential changes in their attitudes toward math teaching and learning in junior high school are investigated. The results of the conducted research showed that: (i) students engaged in the game-supported educational activities achieved the same results with those who did not, with regard to the subject matter educational objectives, (ii) digital game- supported educational activities resulted in better achievement of the genera l educational objectives, and (iii) no significant differences were observed with regard to students’ attitudes towards math teaching and learning. |
| first_indexed | 2025-11-14T08:08:34Z |
| format | Journal Article |
| id | curtin-20.500.11937-28063 |
| institution | Curtin University Malaysia |
| institution_category | Local University |
| last_indexed | 2025-11-14T08:08:34Z |
| publishDate | 2012 |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | curtin-20.500.11937-280632017-01-30T13:02:54Z A study on exploiting commercial digital games into school context Panoutsopoulos, H. Sampson, Demetrios Digital game-based learning is a research field within the context of technology-enhanced learning that has attracted significant research interest. Commercial off-the-shelf digital games have the potential to provide concrete learning experiences and allow for drawing links between abstract concepts and real-world situations. The aim of this paper is to provide evidence for the effect of a general-purpose commercial digital game (namely, the “Sims 2-Open for Business”) on the achievement of standard curriculum Mathematics educational objectives as well as genera l educational objectives as defined by standard taxonomies. Furthermore, students’ opinions about their participation in the proposed game-supported educational scenario and potential changes in their attitudes toward math teaching and learning in junior high school are investigated. The results of the conducted research showed that: (i) students engaged in the game-supported educational activities achieved the same results with those who did not, with regard to the subject matter educational objectives, (ii) digital game- supported educational activities resulted in better achievement of the genera l educational objectives, and (iii) no significant differences were observed with regard to students’ attitudes towards math teaching and learning. 2012 Journal Article http://hdl.handle.net/20.500.11937/28063 http://www.ifets.info/journals/15_1/3.pdf fulltext |
| spellingShingle | Panoutsopoulos, H. Sampson, Demetrios A study on exploiting commercial digital games into school context |
| title | A study on exploiting commercial digital games into school context |
| title_full | A study on exploiting commercial digital games into school context |
| title_fullStr | A study on exploiting commercial digital games into school context |
| title_full_unstemmed | A study on exploiting commercial digital games into school context |
| title_short | A study on exploiting commercial digital games into school context |
| title_sort | study on exploiting commercial digital games into school context |
| url | http://www.ifets.info/journals/15_1/3.pdf http://hdl.handle.net/20.500.11937/28063 |