Does Playing Video Games Give a Child an Advantage in Digital Game-Based Learning?

被引:0
|
作者
Dondio, Pierpaolo [1 ]
机构
[1] Technol Univ Dublin, Sch Comp Sci, Dublin, Ireland
来源
关键词
digital game-based learning; academic achievements; PERFORMANCE;
D O I
10.1007/978-3-031-49065-1_22
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
In this paper we first investigated the relationship between game habits of primary school children and their school achievements and anxiety levels. Then, we investigated if children habitually playing video games at home have an advantage when it comes to learning using educational games. In order to answer these questions, we exploited the data coming from the digital game-based learning (DGBL) intervention Happy Maths, a 6-week programme run in Irish primary schools aimed to increase maths abilities and decrease maths anxiety (MA). The dataset contained the academic achievements, the video game habits and the intervention data of 952 pupils. Our results show how playing games at home that are not age-appropriate was associated with higher MA and lower maths score, while time spent playing was associated with higher MA and lower literacy score. Regarding the efficacy of the DGBL intervention, there was no difference in the efficacy of the intervention between gamers and non-gamers. However, habitual video gamers were faster in executing their game moves, and they achieved higher scores, learning the game better. Overall, the study underlines the importance of playing age-appropriate games, and it provides evidence that, although kids playing video game might have a good advantage when it comes to educational games, the efficacy of such games is the same for gamers and non-gamers.
引用
收藏
页码:223 / 233
页数:11
相关论文
共 50 条
  • [1] Playing Video Games to Learn Computational Thinking? A Case Study of Game-Based Learning in Secondary CS Education
    Bajramovic, Azra
    Steinmaurer, Alexander
    Guetl, Christian
    TOWARDS A HYBRID, FLEXIBLE AND SOCIALLY ENGAGED HIGHER EDUCATION, VOL 3, ICL 2023, 2024, 901 : 474 - 482
  • [2] A Comparative Evaluation of Game-Based Learning: Digital or Non-Digital Games?
    Naik, Nitin
    PROCEEDINGS OF THE 8TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL 2014), VOLS 1 AND 2, 2014, : 437 - 445
  • [3] Under the Spell of Video Games - Minecraft is an Opportunity for Game-based Learning
    Holik, Ildiko
    Kersanszki, Tamas
    Marton, Zoltan
    Sanda, Istvan Daniel
    ACTA POLYTECHNICA HUNGARICA, 2024, 21 (03) : 305 - 324
  • [4] Digital game-based learning
    Bryce, D
    TRAINING & DEVELOPMENT, 2001, 55 (06): : 86 - 88
  • [5] GAME-BASED CONSTRUCTION LEARNING - CREATING DIGITAL GAMES FOR CHEMISTRY EDUCATION
    Batista, A.
    Martins, R.
    Lellis, J.
    12TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI 2019), 2019, : 4378 - 4383
  • [6] Measuring learning in digital games: Applying a game-based assessment framework
    Udeozor, Chioma
    Abegao, Fernando Russo
    Glassey, Jarka
    BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY, 2024, 55 (03) : 957 - 991
  • [7] Does Game-Based Learning Exist or is it Merely Game-Based Teaching?
    Pivec, Paul
    PROCEEDINGS OF THE 3RD EUROPEAN CONFERENCE ON GAMES BASED LEARNING, 2009, : 318 - 324
  • [8] Digital Game-Based Heritage Education: Analyzing the Potential of Heritage-Based Video Games
    Camunas-Garcia, Daniel
    Caceres-Reche, Maria Pilar
    Cambil-Hernandez, Maria de la Encarnacion
    Lorenzo-Martin, Manuel Enrique
    EDUCATION SCIENCES, 2024, 14 (04):
  • [9] Game-based learning with computers - Learning, simulations, and games
    Martens, Alke
    Diener, Holger
    Malo, Steffen
    TRANSACTIONS ON EDUTAINMENT I, 2008, 5080 : 172 - +
  • [10] Games are motivating, aren't they? Disputing the arguments for digital game-based learning
    Westera, Wim
    INTERNATIONAL JOURNAL OF SERIOUS GAMES, 2015, 2 (02):