You are here:

Engaging the NetGeneration Through the Use of Simulated Games in Both Traditional and E-Learning Settings
PROCEEDINGS

, , , Queensborough Community College, United States

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Kona, Hawaii, United States Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA

Abstract

Today’s students are digital natives and have grown up with computer technology and video games. Their constant exposure to the Internet and other digital media shapes and influences how they receive, learn and process information. Games are no longer just for fun; they offer the potential for creating an engaged learning environment and may help to improve academic performance. While there is a general consensus that educational games are effective in enhancing student motivation and interest in the subject matter, the extent to which they help to improve student academic performance is less clear. There is a lack of systematic empirical study of the efficacy of this teaching methodology. We propose to study the effect of using an internet based stock market game simulation in our traditional and E-Learning classes on student’s academic performance, engagement.

Citation

Hammel, S., Sarkar, N. & Manzo, C. (2015). Engaging the NetGeneration Through the Use of Simulated Games in Both Traditional and E-Learning Settings. In Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 1488-1492). Kona, Hawaii, United States: Association for the Advancement of Computing in Education (AACE). Retrieved June 17, 2019 from .

Keywords

References

View References & Citations Map

These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.

Suggest Corrections to References