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Comparing computer game and traditional lecture using experience ratings from high and low achieving students

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posted on 2024-07-09, 18:10 authored by Michael Grimley, Richard Green, Trond Nilsen, David Thompson
Computer games are purported to be effective instructional tools that enhance motivation and improve engagement. The aim of this study was to investigate how tertiary student experiences change when instruction was computer game based compared to lecture based, and whether experiences differed between high and low achieving students. Participants consisted two cohorts enrolled in a first year university course (Cohort 1, traditional: male=42, female=17; Cohort 2, computer game: male=42, female=7). Cohort 1 experienced course content as traditional lectures, Cohort 2 experienced course content embedded within a computer game. Csikszentmihalyi's experience sampling method was used to sample experiences of students for each cohort during instruction. Results showed that the computer game group were more challenged and valued the activity more than the traditional group, but were inclined to wish they were doing something else. High achieving students during game mode showed greater concentration but found it harder to concentrate and found game mode more sociable and lecture mode more boring. High achievers perceived greater success for lecture mode and found lectures more satisfying. Individual profiles of high and low achieving students for each mode indicated that games afforded better experiences for low achieving students but poorer experiences for high achieving students.

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ISSN

1449-5554

Journal title

Australasian Journal of Educational Technology

Volume

28

Issue

4

Pagination

19 pp

Publisher

ASCILITE

Copyright statement

Copyright © 2012 The authors. The published version is reproduced in accordance with the copyright policy of the publisher.

Language

eng

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