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Using Computer Games for Instruction: The Student Experience
ARTICLE

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Active Learning in Higher Education Volume 12, Number 1, ISSN 1469-7874

Abstract

Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have similar attributes when utilized for educational purposes? This article investigates whether learning by computer game can improve student experiences compared with a more formal lecture approach and whether computer games have potential for improving performance. Instruction was split between lectures and computer games, and student experiences were recorded using an Experience Sampling Method to capture real-time experience and feelings of flow. Results indicated that student experiences in the game mode showed increased alertness, increased feelings of being active, increased feelings of involvement and an increased perception of challenge. Flow characteristics revealed boredom during standard lectures but anxiety and flow during game modes. Finally, some evidence of improved attainment was evident. By using contemporary interactive approaches such as computer games, student learning experiences and attainment may be improved. Some practical issues of implementing games are also discussed. (Contains 6 tables and 1 figure.)

Citation

Grimley, M., Green, R., Nilsen, T., Thompson, D. & Tomes, R. (2011). Using Computer Games for Instruction: The Student Experience. Active Learning in Higher Education, 12(1), 45-56. Retrieved June 18, 2019 from .

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