An Attempt to Apply Nintendo DS to Academic Training
Hiroki Oura, Akimitsu Yamanouchi, Kanji Akahori, Tokyo Institute of Technology, Japan
Society for Information Technology & Teacher Education International Conference, in Las Vegas, Nevada, USA ISBN 978-1-880094-64-8 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA
This paper reports an attempt to apply Nintendo DS, a handheld game console, to basic academic training for 6th grade students as part of a government-assisted project. The project was conducted in a junior high school in Japan with more than 164 voluntary participants from local primary schools. A Nintendo DS device was lent to each participant to practice kanji (the Chinese characters used in Japan) and arithmetic with the training software for about two months. Pre- and post-tests revealed that both the kanji and arithmetic scores significantly increased, whereas there was no significant correlation between the scores and practice times with the software. In our questionnaire, we investigated the impression of individual practice with the device and found that participants seemed to accept it as a tool for individual practice, but not as a strong factor of regular practice.
Oura, H., Yamanouchi, A. & Akahori, K. (2008). An Attempt to Apply Nintendo DS to Academic Training. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2008--Society for Information Technology & Teacher Education International Conference (pp. 2760-2766). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE).