You are here:

Educational Games in the PK-12 Environment

, , , , , California State University, Monterey Bay, United States

Society for Information Technology & Teacher Education International Conference, in San Diego, CA, USA ISBN 978-1-880094-78-5 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA


The purpose of this research was to determine the effect of computer learning games on the math skills and attitudes of upper elementary (4th – 6th grade) children in terms of learning outcomes, level of engagement and satisfaction. The presenters will discuss the preliminary findings of this research as well as the practical implications of using learning games with this population. Additionally, the presenters will discuss the impact of the different features of each game, participants’ math attitude data and why these findings are important to educators. The last purpose of this presentation is to discuss future research opportunities as well as recommendations for future research.


Bennett, C., Weingart, A., Draper Rodriguez, C., Su, B. & Sundholm, T. (2010). Educational Games in the PK-12 Environment. In D. Gibson & B. Dodge (Eds.), Proceedings of SITE 2010--Society for Information Technology & Teacher Education International Conference (pp. 3420-3426). San Diego, CA, USA: Association for the Advancement of Computing in Education (AACE). Retrieved January 17, 2019 from .


View References & Citations Map


  1. Abrams, L. (2008). The effect of computer mathematics games on elementary and middle school students' mathematics motivation and achievement. Dissertation Abstracts International Section A: Humanities and Social Sciences, 69(1), 147.
  2. Aldrich, C. (2005). Learningbydoing: A comprehensive guide to simulations, computer games, and pedagogy in elearning and other educational experiences. San Francisco, CA: Pfeiffer.
  3. Beeland, W.D. (2002). Student engagement, visual learning and technology: Can interactive whiteboards help? Annual Conference of the Association of Information Technology for Teaching Education, Trinity College, Dublin.
  4. Brown, E.S. (2007). Counting Blocks or Keyboards? A comparative analysis of concrete versus virtual manipulatives in elementary school mathematics concepts. Marygrove college.
  5. Cankaya, S. & Karamete, A. (2009). The effects of educational computer games on students’ attitudes towards mathematics course and educational computer games. Procedia Social and Behavior Sciences, 1 145-149.
  6. Chuang, T.Y. & Chen, W.F. (2007). Effect of digital games on children’s cognitive achievement. Journal of Multimedia, 2(5), 27-30.
  7. Chute, R., & Miksad, J. (1997). Computer assisted instruction and cognitive development in preschoolers. Child Study Journal, 27(3), 237-254.
  8. FengFeng, K. (2008). Computer games application within alternative classroom goal structures: cognitive, metacognitive, and affective evaluation. Education Tech Research Development, 56, 539–556
  9. Gee, J.P. (2005). Why videogames are good for your soul: Pleasure and learning. Melbourne, Australia:
  10. Gredler, M.E. (1996). Educational games and simulations: A technology in search of a research paradigm. In In Jonassen, D.H. (Ed.), Handbook of Research on Educational Communications and Technology, P. 521539.
  11. Kirriemuir, J., & McFarlane, A. (2004). Literature review in games and learning. Bristol: Nesta Futurelab series, report 8.
  12. Lim, K. (2002). Impacts of personal characteristics on computer attitude and academic users information system satisfaction. Journal Computing Research. 26 (4), 395-406.
  13. Liu, M., & Bera, S. (2005). An analysis of cognitive tool use patterns in a hypermedia learning environment. Educational Technology Research and Development, 53(1), 5-21.
  14. Lonigan, C.J., Driscoll, K., Philips, B.M., Cantor, B.G., Anthony, J.L., & Goldstein, H. (2003). A computerassisted instruction phonological sensitivity program for preschool children at-risk for reading problems. Journal of Early Intervention, 25, 248.
  15. Mitchell, A., & Savill-Smith, C. (2004). The use of computer and videogames for learning. London: Learning and Skills Development Agency.
  16. Nikolopoulou, K. (2007). Early childhood educational software: specific features and issues of localization. Early Childhood Education Journal, 35(2), 173-179.
  17. Plowman, L., & Stephen, C. (2007). Guided interaction in pre-school Settings. Journal of Computer Assisted Learning. 23, 14-26.
  18. Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
  19. Prensky, M. (2006). Don't bother me Mom—I'm learning! St. Paul, MN: Paragon House.
  20. Shaffer, D.W. (2006). How computer games help children learn. New York: Palgrave Macmillan.-3425 DASHDASH
  21. Vernadakis, N., Avgerinos, A., Tsitskari, E., & Zachopoulou, E. (2005). The use of computer assisted instruction in preschool education: Making teaching meaningful. Early Childhood Education Journal, 33(2), 99-104.
  22. Weaver, G. (2000). An examination of the National Educational Longitudinal Study (NELS: 88) database to probe the correlation between computer use in school and improvement in test scores. Journal of Science Education and Technology, 9, 121-133.

These references have been extracted automatically and may have some errors. If you see a mistake in the references above, please contact