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Research Responses

Satisfactory Essays
Question 3: Research

Vos, N., van der Meijden, H., & Denessen, E. (2011). Effects of constructing versus playing an educational game on student motivation and deep learning strategy use. Computers & Education, 56(1), 127-137. doi:http://dx.doi.org.proxy1.ncu.edu/10.1016/j.compedu.2010.08.013

Perceptions of instruction and learning changed from teacher centered to learner centered for most contemporary theories of learning incorporating constructivist views. Educational games are utilized to help the learner to construct knowledge. According to the authors “By playing games, children are confronted with problems they must overcome if they want to reach their goals. Through trial and error children learn from their mistakes and efforts to find a solution for the problem” (p. 128). Games are an appropriate tool to foster inquiry skills learners develop by formulating hypothesis, testing and examination. As previously stated students construct knowledge during game play. As students play they learn by constructing their own knowledge and understanding of the world through experience and reflection of their actions. Games playing encourage students to draw conclusions from their actions, adjust their hypothesis and test them again as needed to construct their knowledge. Thus when encountering a new phenomenon, the individual must reconcile this information with previous experiences and ideas. Thereby modifying what was believed or discarding new or previous experience information as useless or irrelevant.
The research model used for this study was a quasi-experimental quantitative model. Two instructional environments were established to study the factors that contribute to students’ motivation to learn. ...

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...h the same time constraints. Finally this study provides a mechanism to evaluate the overall experience of the students and teachers.

Works Cited

Vos, N., van der Meijden, H., & Denessen, E. (2011). Effects of constructing versus playing an educational game on student motivation and deep learning strategy use. Computers & Education, 56(1), 127-137. doi:http://dx.doi.org.proxy1.ncu.edu/10.1016/j.compedu.2010.08.013

Cozby, P. C. (2009). In Ryan M., Meja B. (Eds.), Methods in behavioral research (10th ed.). New York: McGraw Hill Higher Education.

Creswell, J. W. (2009). Research design: Qualitative, quantitative and mixed method approaches. (3rd ed.). Thousand Oaks, California: Sage Publication, Inc.

Creswell, J. W., & Plano Clark, V. L. (2011). Designing and conducting mixed methods research (2nd ed.). Thousand Oaks, California: Sage Publication, Inc.
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