Literaturnachweis - Detailanzeige
Autor/inn/en | Barreto, Daisyane; Vasconcelos, Lucas; Orey, Michael |
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Titel | Motivation and Learning Engagement through Playing Math Video Games |
Quelle | In: Malaysian Journal of Learning and Instruction, 14 (2017) 2, S.1-21 (23 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 1675-8110 |
Schlagwörter | Student Motivation; Learner Engagement; Mathematics Instruction; Educational Games; Video Games; Qualitative Research; Case Studies; Children; After School Programs; Arithmetic; Geometric Concepts; Elementary School Students; Elementary School Mathematics; Video Technology; Grounded Theory; Foreign Countries; White Students; Interviews; Observation; North America Schulische Motivation; Mathematics lessons; Mathematikunterricht; Educational game; Lernspiel; Video game; Videospiel; Videospiele; Qualitative Forschung; Case study; Fallstudie; Case Study; Child; Kind; Kinder; After school education; After-school programs; Program; Programs; Programme; Außerschulische Jugendbildung; Programm; Addition; Arithmetik; Arithmetikunterricht; Rechnen; Elementare Geometrie; Elementare Mathematik; Schulmathematik; Ausland; Interviewing; Interviewtechnik; Beobachtung; Nordamerika |
Abstract | Purpose: With video games being a source of leisure and learning, educators and researchers alike are interested in understanding children's motivation for playing video games as a way to learn. This study explores student motivation and engagement levels in playing two math video games in the game "Club Penguin." Method: This is a qualitative case study conducted in a North American elementary school after-school program. It involves two children ages eight and nine playing math games. Data sources in this study include interviews, observations and video recordings of game playing. Findings: Participants in this study are not always motivated to play math video games. They can sustain engagement in game playing for seven to twelve minutes before seeking another game or activity. Participants show some signs of disengagement during math game playing. Significance: Findings from this study can inform teachers, parents and instructional designers about what impacts children's motivation and engagement levels while playing math video games. (As Provided). |
Anmerkungen | Universiti Utara Malaysia Press. UUM Press, Universiti Utara Malaysia, 08010 UUM Sintok, Kedah, Malaysia. Tel: +60-4-928-4816; Fax: +60-4-928-4792; e-mail: uumpress@uum.edu.my; Web site: http://mjli.uum.edu.my/ |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2020/1/01 |