Professional Documents
Culture Documents
01
Writers
name/year
Arik King (2011)
using interactive
games to improve
math achievement
among middle
school students in
need of
remediation
Theory
Obj/hypothesis
H 0 : 1 = 2 =
Situated
cognition
Theory
Instrument
Location
Quantitative
study
Quasi
experim
ent
Sub
urban
mid
Atlantic
public
school
H a : 1 2 3
128 students
7th grade
regular
math
classes
Divides
into 3
group
(control,
compari
son,
experim
ental)
Result
mb ) and the
group (
group(
Sample
mc ). Equal
means no difference.
A higher mean score for
the control group
compared to the two
remedial groups
indicates that traditional
instruction is more
effective
A higher means score
for the experimental
groups indicates that
adding intervention tool
of interactive games is
There were
differences between
the 3 groups on posttest scores when
controlling for pretest scores, with
students in the
experimental groups
having larger gains
than those in the
control groups when
using Bonferroni
adjusted alpha level.
Based on the result,
the null hypothesis
rejected
Finding
Notes
16/09
Tammy
Reed(2010)
the relationship
between
computer games
and reading
achievement
Constructi
vism
theory
Quantitative
methods
Elementa
ry school
in the
south
eastern
quadrant
of the
United
States
103, 2nd
grade
students
03
Aikaterini
katmada,Apostolo
s Mavridis,
&ThrasyvoulosTsi
atsos(2014)
implementing a
game for
supporting
learning in
mathematics
Csikszent
mihalyis
flow
theory
Quantitative
method
School in
Greece
37 students
(23 boys , 14
girls) aged
12 14
years.
(M=4.42)
The game improve
their skills (M =
4.58)
2) Mann-Whitney U
test
- When examining
each one of the 22
questions, it became
apparent that the
girls learned to use
the game more
quickly (Mdn=5)
than the
boys(Mdn=3), U
=90.5,p .22, r
=.37.
- However the boys
considered the
game to be more
satisfactory
(mdn=4), than the
girls
(mdn=3),U=100,P=.
49,r = .32
Hypothesis
-
04
Muhammad
Ridhuan,
Zulqarnain Abu
Bakar,
RazalMahari Ali,
Ibrahim Faye,
Hilmi
Hassan(2012)
Cognitive
learning
theory
Quantitative
method
u1 is the
3
Two
randomly
selected
schools
in Perak
(1 Urban,
1 rural
area
school)
100 primary
level school
children
H 0 :u 1>u 2
H 1 :u1 <u 2
=.05
Decision criterion:
the impact of
video games in
childrens learning
of mathematics
u2
reject
is the
accept
value
H 0 and
H 1 if p .05
H 0 rejected.
u1 is the
u2
is the
Piagets
Cognitive
developme
nt theory
H 0 : there will be no
Quantitative
Method
statistically significant
difference in student algebra
achievement, as measured by
the 2012 North Carolina
EOC Test for Algebra 1,
between students who were
taught with traditional math
methods and the use of
Rural
School in
North
Carolina.
Comparison of means
between control group
and experimental groups
M a = 143.48
M b = 146.57
instruction)
Experiment
al group(b)112 students
(received
traditional
math
instructional
in 1stsem and
Digital
games based
learning for
the 2nd
semester)
H a : there will be a
statistically significant
difference in student algebra
achievement, as measured by
the 2012 North Carolina
EOC Test for Algebra 1,
between students who were
taught with traditional math
methods and the use of
digital-based games versus
students who were taught
using traditional math
methods only
06
Mastery
Experience
Theory
(Bandura)
The effects of
game-based
learning on
mathematical
confidence and
performance :High
Ability vs Low
Ability
To investigate whether
GBL enhances students
confidence and learning
performances toward
mathematics
To investigate whether
students with different
levels of academic
ability react similarly to
GBL?
Quantitative
(Quasi exp)
Schools
in
Taiwan
51 students
10 11
years
26 Exp
Group
25
control
Groups
H 0 is
rejected.
Comparison between EG
and CG means score.
Confidence (using
questionnaire)
Pretest
M EG = 3.367
M CG = 3.365
Posttest
M EG 3.669
M CG = 3.2
Computational
performances(assess
ment)
Pretest
M EG = 21.85
M CG = 21.76
Posttest
M EG 69.46
M CG = 55.28
Comparison
between EG and CG
in terms of students
mathematical ability
Pretest high ability
M EG = 3.55
M CG = 3.69
M EG = 3.19
M CG = 2.75
Post-test high
ability
M EG = 3.57
improvement
confidence and
learning performances
toward mathematics
M CG = 3.86
Post-test low ability
M EG = 3.14
M CG = 3.45
07
HaiyanBai, Wei
Pan, AstusiHirumi
and Mansureh
Kebritchi (2012)
assessing the
effectiveness a 3D
instructional game
on improving
mathematics
achievement and
motivationof
middle school
students
Frankens
motivation
theory
To study the
effectiveness of a
complex computer game
on students algebra
achievement scores.
To study the effect of a
complex computer game
on students motivations
in learning mathematics.
Quantitative
method
(quasi exp)
Public
school
district in
the
southeast
of the
United
States
445 eighth
graders
students
Treatment
group 245
Pre-benchmark score
M T = 42.43
M C = 57.41
Post-benchmark score
Control
group - 192
M T = 52.08
M C = 64.47
Motivation pre test
M T = 71.19
M C = 75.58
Motivation post test
M T = 71.80
M C = 72.42
i.
08
Mido Chang
&Michael A.
Evans &Sunha
Kim &
Anderson Norton
&Kirby DeaterDeckard &
YavuzSamur
(2015)
The effects of
an educational
video game
On mathematical
engagement
Cognitive
theory
Quantitative
method
rural
school
district in
Virginia
107 fifth
grade
students
-28
students was
assigned as a
control
group in
which
students
learned
fractions
using
paper-andpencil drills.
-79 students,
were
1.
Overall
Pretest
APP Male-
Posttest
Male-
96.26
Female
- 92.06
97.70
Female
- 93.71
Male-
Male-
88.67
Female
- 91.00
75.25
Female
- 89.00
Pap
er &
Pen
cil
assigned to
learn
fractions by
playing the
[APP] on
iPod
Touches as a
treatment
group
2.
behavioural
PrePosttest
test
APP Male- Male35.74
Female
- 34.89
36.06
Female
- 35.33
Male-
28.50
Female
- 27.31
28.97
Female
- 27.58
Male-
32.03
Female
- 29.86
32.73
Female
- 30.74
Male-
Male-
28.42
Female
- 27.47
24.55
Female
- 27.93
Pap
er &
Pen
cil
09
Ibtesam AlMashaqbeh1
and Ahmad Al
Cognitive
learning
theory
Quantitative
(Quasi exp)
element
ary
school
50 first
grade
students;
28.25
Female
- 33.40
Posttest
Male-
22.67
Female
- 27.67
Posttest
Male-
Dweri2 (2014)
Educational
Math Game
Software: A
Supporting Tool
for First Grade
Students'
Achievement
10
Chun Ming
Hung,Iwen Huang
Constructi
vism
in
Jordan
Quasi
experimenta
10
Elementa
ry school
-25 in the
control
grou(CG),
-25 in the
experiment
al
group(EG).
-The
control
group used
traditional
teaching
instruction
(TTI) and
the
experiment
al group
used
traditional
teaching
instruction
supported
with CMG
69 pupils
-Group A
CG
EG
Pre
test
Posttest
81.88
0
81.96
0
89.44
0
95.24
0
A statistically
significant difference
has been found
between the mean
scores of the
experimental and
control groups in their
pre test scores
(p=.5936),
- A statistically
significant difference
has been found
between the mean
scores of the
experimental and
control
groups in their post test
scores (p= 0.0101, p <
0.05),
- A statistically
significant difference
has been found
between the mean
scores of the pre and
post-test of the
Experimental groups
(p=0.0101, p > 0.05).
(CMG)
Software on first grade
students' achievement in
math is likely to be an
effective way for teaching.
The CMG
created such a learning
environment that could
find equal opportunities to
practice math and have
feedback on
Their progress.
theory
learning approach
improve the students
self-efficacy in
comparison with the
conventional
technology-enhanced
learning approach and
traditional instruction?
To study whether the
game-based
mathematics learning
approach promotes the
students learning
motivation in
comparison with the
conventional
technology-enhanced
learning approach and
traditional instruction?
To investigate whether
the game based
mathematics learning
approach decrease the
students mathematical
anxiety in comparison
with the conventional
technology-enhanced
learning approach and
traditional instruction?
to investigate whether
the game-based
mathematics learning
approach improve the
students learning
l method
in
Beijing
11
Exp
group
23
student
Using
Digital
gamebased
learning
-Group B
Exp
Group
23
students
using elearning
-Group C
Control
group
23
students
using
tradition
al
instructi
on
result
1. self-efficacy
(questionnaire)
Pre
Post
A
3.53
3.74
B
3.19
3.56
C
3.30
3.24
2. Learning Motivation
(questionnaire)
Pre
Post
A
3.00
3.78
B
3.00
3.56
C
3.00
3.23
3. Mathematical
anxiety
(questionnaire)
Pre
Post
A
3.44
3.29
B
3.76
3.65
C
3.24
3.37
4. Learning
Achievement
(test)
Pre
Post
A
75.48 92.09
B
79.35 87.78
C
79.48 87.22
achievement in
comparison with the
conventional
technology-enhanced
learning approach and
traditional instruction?
11
Jennie M. Carr
(2012)
Does Math
Achievement
hAPPen when
iPads and GameBased Learning
are Incorporated
into Fifth-Grade
Mathematics
Instruction?
studentcentered
experientia
l theoretical
H 0 : There wiil be no
statistically significant
Quantitative
-quasi
experiment
difference exists in
mathematics achievement
among fifth- grade students
in a small, rural Virginia
school district as measured
by the fifth-grade
mathematics SFAW Virginia
SOL aligned assessment for
students in the group in
which ipads were used in a
1:1 setting for mathematical
instruction as compared to
students in the group in
which iPads were not used
2
elementa
ry
schools
in
Virginia Grace
Hannah
elementa
ry school
-Lucas
Robert
elementa
ry school
5th grader
mathematics
students-Control
groups
56 5th grade
students
from Grace
Hannah
elementary
schools
-Experimtal
Groups
48 5th grade
students
from Lucas
Robert
Elementry
Schools
12
12
`Hojjat Mahmoudi
(2014)
The effect of
Hebbs
arousal
theory
Research hypothesis
H 1 : Video Games
Quasi
experimenta
l
Public
schools
of
Urrmia
6.74%. Comparing
the growth of the
control group and
the experimental
group, a difference
of 0.07% was
identified.
Based on the
results, not enough
evidence existed to
reject the null
hypothesis in
which it was
assumed that no
difference in
mathematics
achievement
would exist
between the
experimental and
control groups as
measured by the
fifth-grade
mathematics
SFAW Virginia
SOL aligned
assessment
computer games
on speed, attention
& consistency of
learning
mathematics
among students
City
H 2 : Video Games
have positive effect on
increasing the speed of
math students
H 3 : Video Games
have positive effect on
increasing the learning
ability of math students
H 4 : Video Games
have positive effect on
increasing the learning
consistency of math
students
13
Dixie K.
Swearingen
(2011)
Effect of digital
game based
learning on ninth
Constructi
vism
theory
1.
multistage
cluster
sampling
one class
was selected
randomly to
form the
control
group &
other class
as the exp
group
control
group
-traditional
maths class
Exp group
-using ocean
express
game
Quantitative
method
14
Transitio
n class in
rural
high
school
in US,
midweste
280
1st year 9th
grade
students
Treatment
group-game
The descriptive
data results from both
control and treatment
groups
1st objective
accelerated math
calculations in learning
mathematics. however
computer games have no
significant effect on
increasing math learning
& learning stability
grade students
mathematics
achievement
2.
3.
4.
rn state
play
Control
group-no
game play
15
increased 6.37
Mean post-test scores
for all students that did
play the MMOG
increased 7.88
2nd objective
The regression
equationwas
significantly related
with students pre-test
scores and may predict
students posttest
scores, F(1, 185) =
42.77, p < 0.01, R2 =
0.19
playing an
interdisciplinary MMOG.
This studys
findings indicated that
there are no statistical
differences in mathematics
test scores based upon
gender and MMOG play.
However, results inferred
that
statistical differences did
occur based on
socioeconomic status and
the amount of time
engaged in MMOG play.
district developed
standardized test.
3rd objective
Regression results
indicate that neither
group nor gender have
a significant effect on
students posttest score
with F(1,184) =.04, p
> .05 and F(1, 182) =
2.70, p > .05,
respectively.
However, students
oflow socioeconomic
status (LSES) show
negative impact by
playing the
MMOGF(1, 183) =
4.01, p < 0.05, and
were negatively
impacted by playing
theMMOG by -5.24
points.
4th objective
Approximately ten
percent of the variance
of student posttest
scores may be
accounted for by the
16
14
Christine M
(2013)
Evaluation of the
Effect of a Digital
Mathematics
Game on
Academic
Achievement
Situated
learning
theory
Research question
Q1 What is the effectiveness
of Kos Journey on students
mathematics
achievement as measured by
the researcher-constructed
assessment of the
seventh grade Common Core
Mathematics Standards
relative to students
who do not play Kos
Journey?
Q2 Do the items of the
assessment function
differently for students using
Kos Journey as a
supplement to normal
instruction than for students
who do
not play the game?
Quantitative
17
Schools
in
Colorado
18
15
Lu Chung Chin,
EffandiZakaria
(2015)
Understanding of
Number Concepts
and
Number
Operations
through Games in
Early
Mathematics
Education
Constructi
vism
theory
quasiexperimenta
l design
Preschool in
Banggi
47 preschools
students
experimental
group(23
pupils)
- control
group (24
pupils)
had clear
connections to Kos
Journey content.
However, it is
unknown why the
experimental
students found the
two statistics and
probability items
(Q18 and Q20) less
difficult given the
lack of comparable
content in Kos
Journey.
1) Mean scores for
pre,post1 & post 2
Exp
contr
ol
Pre
15.26 22.79
Post
34.17 25.08
1
Post
33.35 31.54
2
Based on the mean
score,H01is rejected, [F
(2, 44) = 33.94, p <
0.05]. There was main
effect of
pre-posttest for mean
score in mathematics
achievement.
1) Results showed that
the mean mathscores
19
for both
experimental and
control groups did
not differ
significantly[F (1,
45) = 0.106, p >
0.05]. From the
analysis, the effect
sizes for group was
small with the
Partial Eta Squared,
2 = 0.002 which
has a power of 0.2%.
Thus, the researcher
failed to reject H02.
16
Mansureh
Kebritchi,
AtsusiHirumi,
HaiyanBai (2010)
Experienti
al Learning
Theory
-not stated
Mixed
method
Urban
high
school in
the
southeast
of the
United
States
The effects of
modern
mathematics
computer games
on mathematics
achievement and
class motivation
20
193
algebra
and prealgebra
students
(117treatmen
t group
& 76
control
group)
10
teachers
Quantitative results
- the MANACOVA
indicated no
significance
differences on
achievement and
motivation of the
control group versus
the treatment group
with different prior
mathematics
knowledge,computer
skills, and English
language skills. The
Pillais Trace of .05
is not significant,
The DimensionTM
games had a
significant positive
effect on students
mathematics
achievement in the
public high school
setting. Students who
played the
mathematics
computer games
scored significantly
higher on the district
wide math
benchmark exam than
students who did not
F(2,94)=1.49, p>.05,
and failed to reject
the hypothesis that
population means on
the dependent
variables were the
same for the control
and treatment
groups. in addition,
no significant
interaction was
found among control
& treatment groups,
computer skills,
prior mathematics
achievement, and
English Language
Skills,
F(2,94)=.86,p>,05
Interview results
- mathematics
achievement &
motivation- the
teachers believed
that the mathematics
games had + effects
on students
mathematics
achievement and
mathematics class
motivation
- individual
differences both
21
Constructi
vist
Learning
Theory
Research questions
1.What effects did playing a
digital game (Lure of the
Labyrinth) have on middle
school students
mathematical achievement,
as measured by internal
assessments linked to the
National Council of Teachers
of Mathematics (NCTM)
standards and benchmarks?
Quantitative
method
22
Internati
onal
School of
Kenya
168 (grades
6,7,& 8)
students
Question 1
84 control group students
exhibited an average
math score
decline of -.38 point
from 80.99 points (SD =
10.76) at pretest to 80.61
points (SD = 11.10) at
posttest. In contrast, the
84 students in the
treatment group
improved their
mathematical
60 achievement scores +
1.49 points from an
average of 81.11 points
achievement, as measured by
internal assessments linked
to NCTM standards and
benchmarks, differ for boys
versus girls?
3. What effects did playing a
digital game (Lure of the
Labyrinth) have on middle
school students motivation
to learn mathematics, as
measured by a modified
version of the Course Interest
Survey (CIS) (Keller, 1987)?
18
Jeng Chung
Motivation
Research questions
Quantitative
23
University
63 2nd year
sex (b = -1.54, p =
ns).
playing Labyrinth, the
treatment in this
study, did not have a
significant effect ton
the satisfaction
measure of
motivation
woo (2013)
Digital gamebased Learning
Supports student
motivation,
cognitive success,
and performance
outcomes
, volition
&
performan
ce (MVP)
theory
1.
2.
of
Education
Taiwan.
24
university
students of
the
Department
of Art &
Design
motivation
The mean of the
relevance subscale was
the highest (6.37) and
that of the attention
subscale was the lowest
(5.77). The means of the
confidence and
satisfaction subscales
were 5.90 and 6.05,
respectively. In addition,
all of the motivational
subscales attained
standard deviations
ranging from .67 to .78.
The mean of overall
learning motivation was
6.02. Although game
characteristics, such as
fun, fantasy, curiosity,
and role-playing can
attract learners attention,
they are not necessarily
directly relevant to
learning.
2. Cognitive load
The intrinsic cognitive
load reported by the
learners suggests that the
CAM course is a
learning domain with a
slight to moderate level
of difficulty for students,
whereas the SD (1.73)
19
Emram Yunus
(2010)
Keberkesanan
Penggunaan
perisian
pendidikan dalam
pembelajaran
matematik
Teori
Kognitif
Quantitatif
25
SMK
Bukit
Gambir
Pulau
Pinang
64 Pelajar
tingkatan
dua ( 33
kumpulan
rawatan &
31 kumpulan
kawalan)
3. Performance
The mean and CV of the
students skill
performance were 111.84
min and .24,
respectively. CV is
independent of the unit.
To compare data sets
with differing units, the
CV should be employed
instead of the SD.
Therefore, the CVs of
cognitive performance
and skill performance
reflect the similarity in
the degree of group
dispersion.
Nilai min ujian
pasca kumpulan
rawatan didapati
telah meningkat
kepada 66.27
daripada 39.24 iaitu
perbezaan nilai min
27.03
Nilai min kumpulan
kawalan dalam ujian
pra adalah 49.71 dan
telah meningkat
kepada 61.90 dalam
Penggunaan perisian
permainan terbukti
berkesan membantu
meningkatkan pencapaian
matematik pelajar.
20
Chian-Wen KAO
(2014)
The Effects of
Digital Gamebased
Learning Task in
English as a
Foreign
Language
Contexts: A Metaanalysis
Processing
theory
diselaraskan dalam
Matematik tajuk
Transformations bagi pelajar
yang menggunakan perisian
permainan pendidikan
siginifikan lebih tinggi
daripada pelajar yang
menggunakan perisian KPM
Research question
1. Do digital games
effectively lead EFL
learners to the
improvement of
English learning?
2. Are certain
moderating variables
more influential than
others in determining
the effects
of DGBL?
Metaanalysis
Based on
previous
research
Based on
previous
research
26
This meta-analysis
generally showed
that a medium
positive effect size
was found
to favor DGBL. The
meta-analysis
therefore suggested
DGBL to be effective
for the
acquisition of English
as a foreign
language. In
addition, publication
bias appeared to be
negligible in this
meta-analysis.
Finally, the overall
effect size obtained
in this meta-analysis
was heterogeneous.
It was therefore
suggested that other
moderating variables
need to be taken into
account when
random-effects
model. Since the CIs
did not include zero,
the observed
averaged effect
sizes were
statistically
trustworthy.
21
Nienke Vos*,
Henny van
der Meijden 1,
Eddie
Denessen
(2010)
Constructi
vist
theories
Quasiexperimentl
quantitative
study.
Students
in one group
27
4
elementa
ry
schools
in The
Netherla
nds
235 students
from nine
classes; 113
fifth
grade
students and
122 sixth
There were no
differences between
boys and girls in
their competence at
school, F(1,233)
3.42, p .066.
There are significant
investigating the
effects of DGBL. Six
potential moderating
variables in three
task characteristics
(i.e., task participant
characteristics:
students
educational levels
and instructors bias;
task design
characteristics:
Internet facilities and
game types; task
involvement
characteristics:
treatment duration
and linguistic
knowledge)
were therefore
investigated and
certain variables
were found to be
more influential than
others in
determining the
DGBL effectiveness.
The results suggest that
constructing
a game might be a better
way to enhance student
motivation and deep
learning than playing an
existing game. Despite the
Effects of
constructing
versus playing an
educational game
on student
motivation
and deep learning
strategy use
22
Teori
Kognitif
(i)
(ii)
mengenal pasti
kecekapan
interaksi
gerakan
sentuhan
kanak-kanak
prasekolah
dalam aktiviti
bermain aplikasi
permainan;
mengenal pasti
tahap
pendedahan
interaksi
gerakan
sentuhan pada
were given
the task to
construct a
game on
Dutch
proverbs
(constructio
n group).
The students
in the other
group had to
play an
existing
game on
Dutch
proverbs
(play
group).
Kaedah
pemerhatian
dengan
intervensi.
28
grade
students
(aged 1012
years old).
difference between
the perceived
competence of the
students in both
conditions, F(1,229)
8.49, p .004.
The minimum effect
size (d .35) was in
favour of the group
who constructed a
game.
This indicates
students who
constructed the
game felt more
competent than the
students who played
the game
Hasil dapatan
menunjukkan
(i) interaksi
gerakan sentuhan
kanak-kanak
terhadap aplikasi
permainan
mengguna gajet
skrin sesentuh
dapat diukur
melalui
kecekapan dan
pengalaman
mereka mengendali
iPad dan bermain
aplikasi permainan;
kajian mendapati
pengalaman interaksi
gerakan
sentuhan yang dilalui oleh
kanak-kanak
menggunakan aplikasi
permainan membantu
meningkatkan interaksi
sentuhan disamping
meningkat perkembangan
kanak-kanak terutamanya
dalam aspek kognitif,
emosi, sosial, fizikal
Tanjong
Malim
pereak
20 orang
kanak-kanak
prasekolah
(10 orang
lelaki dan 10
orang
perempuan)
berumur di
antara 5 dan
6 tahun
(iii)
23
Social
Learning
Theory
gajet skrin
sesentuh dalam
kalangan
kanak-kanak
prasekolah; dan
memahami
pengalaman
interaksi
gerakan
sentuhan
kanak-kanak
prasekolah
bermain aplikasi
permainan
mengguna gajet
skrin sesentuh.
-not stated
Quantitative
The Effect of
Game-Based
Learning on
Students
Learning
29
elemen
tary
school
in
norther
n
Taiwan
18 students
-3 third
graders, 2
fourth
graders, 7
fifth
graders,
and 6
sixth
graders.
The participants
displayed positive
attitudes toward the
use of the science
card game and felt
that the approach
Contributed to
learning. The
majority of students
accepted this
consistently positive
responses for all
constructs.
Perceived
usefulness and
intention to use
received
particularly high
scores, indicating
that the students
felt they could gain
scientific knowledge
by learning with the
card game and that
it was useful to the
learning of science
knowledge
2. Influence of
educational card
game on science
learning
achievement
among elementary
school students
The results indicate
that the posttest
scores of
the students
(M=92.13,
SD=8.80) were
significantly higher
than the pretest
scores (M=83.33,
Performance
in Science
Learning A
Case of
"Conveyance
Go"
30
SD=11.43)
(t=-3.319, p<0.01)
24
Fu-Hsing Tsai,
Kuang-Chao
Yu and HsienSheng Hsiao
(2014)
Constructi
vist Theory
-Not stated.
Qualitative
Exploring the
Factors
Influencing
Learning
Effectiveness
in Digital
Game based
Learning
31
Not
stated
-Based on the
results of the
performance test (a total
score of 100 points,
M=71, n=8) and
interviews, it was found
that not
everyone acquired
perfect knowledge
concepts through gameplaying. Even most
students practical
effectiveness of
knowledge acquisition
was not as good as the
performance in the
performance test (other
than Kevin), since most
students had
misconceptions or had
forgotten some important
knowledge about
electricity during
interviews.
32
motivation,
learning ability and
playing skill in the face
solving how to charge
their electric motorcycles
25
26
Sitzman
(2011)
The
effectiveness
of computerbased
simulation
games (IO
Psychology)
Constructi
vism
Theory
Objective
Mansureh
kebritchi(200
8)
Motivation
al Theory
Hypothesis:
1. There is no
significant
difference
between
learners
achievement of
the
experimental
group, who
receive the pre-
Effects of a
computer
game on
mathematics
achievement
and class
ARCS
MOdel
exa
o
e
min
the
ruct
effe
al
ene
ctiv
of
ss
-bas
uter
ed
ulat
sim
ga
ion
s
me
tive
rela
co
aris
mp
gro
on
(k
up
65,
=
6,4
N
=
76).
-
To examine the
instructional
effectiveness of
computer based
simulation games
relative to
comparison group
Meta
analysis
Not
stated
Not stated
Quantitative
experimenta
l study
Urban
high
school
at
southe
ast
state in
United
States
193 students
33
1st hypothesis
- The experimental
group produced
significantly
superior
performance on the
post-exam (M45.71)compared to
control group
(M=32).1st
hypothesis rejected
-Pengetahuan deklaratif
adalah 11 % lebih
tinggi, pengetahuan
prosedur adalah 14 %
lebih tinggi dan
pengekalan adalah 9 %
lebih tinggi untuk
pelajar yang belajar
menggunakan simulasi
permainan berbanding
dengan kumpulan
perbandingan.
Based on the results
computer games affects
students motivation and
motivation in learning
algebra
algebra games,
versus the
control group
who do not
receive the
games.
2. There is no
significant
difference
between
learners
motivationation
s of the
experimental
group, who
receive the prealgebra games,
versus the
control group
who do not
receive the
games
motivation:
An
experimental
study
27
Tan Wei
Sin(2007)
Pengaruh
Kualiti CD
Matapelajaran
Lukisan
terbantu
Komputer
dengan
Behaviouri
s
Mengkaji pengaruh
penggunaan kualiti
CD matapelajaran
Lukisan
berbantukan
computer yang
dihasilkan
menggunakan skrin
Cantasia Studio
terhadap motivasi
pelajar
2nd hypothesis
-significant
difference between
learners motivation
of the experimental
group, who receive
the pre-algebra
games, versus the
control group who
do not receive the
games. 2nd
hypothesis
accepted
Kajian
Eksperiment
al
34
42
orang
respon
den
Politeknik
Sultan Abdul
Halim
Dapatan Kajian
menunjukkann bahawa
kualiti CD video yang
dibangunkan mencapai
skor min iaitu 4.42.
Manakala peningkatan
motivasi dan kefahaman
pelajar setelah
menggunakan Cd
rakaman mendapat skor
min tertinggi iaiatu 4.23
Berdasarkan dapatan
kajian, didapati bahawa
CD Matapelajaran
Lukisan terbantu
Komputer dengan
menggunakan
perakam skrin
camtasia studio
terhadap motivasi,
kefahaman &
menggunakan
perakam skrin
camtasia
studio
terhadap
motivasi,
kefahaman &
pencapaian
pelajar
28
Tina(2005)
The effect of
problemsolving video
games on the
science
reasoning
skills of
college
students
Congnitive
Theory
Mengkaji pengaruh
penggunaan kualiti
CD matapelajaran
Lukisan
berbantukan
computer yang
dihasilkan
menggunakan skrin
Cantasia Studio
terhadap
kefahaman pelajar
- Mengkaji pengaruh
penggunaan kualiti
CD matapelajaran
Lukisan
berbantukan
computer yang
dihasilkan
menggunakan skrin
Cantasia Studio
terhadap
pencapaian pelajar
Research questions
1. In what ways do
problem-solving
video games
affect the
reasoning of
students and
problem
solving?
2. What cognitive
process do
students of
33
student
s
Mixed
Method
35
No stated
pencapaian pelajar
different levels
of reasoning
use when
playing problem
solving video
games?
29
Fengfeng(2013)
Computergame-based
tutoring of
mathematics
Behaviouri
sm Theory
Research question
1. How was gamebased tutoring
performed?
2. What
meaningful
patterns of
tutorlearner
interaction
emerge from
the game-based
tutoring
program?
Sixtyfour
grade
68
student
s
Mixed
method
36
Two schools
schools.
Among them
13 were from
the rural,
pueblo school,
with around
92%
being Native
American, 8%
being
Hispanic, and
62% being
girls. Fifty
one students
were from the
urban,
Hispanic
school, with
around 98%
being
Hispanic and
39% being
girls.
Around 95% of
participants interviewed
reported participating in
the game-based tutoring
program as a positive
and engaging experience.
On the other hand, the
tutoring enactments and
interview results
indicated a diversity in
the motivation and hence
the reaction of
students toward gaming
and game-based tutoring
30
Juan (2010)
Using game
theory and
Competitionbased
Learning to
stimulate
student
motivation
and
performance
Game
Tehory
(Binmore,1
994)
Not stated
Not
stated
Mixed
Method
37
Not Stated
The students
consider that the topic
proposed for the lab
work has been interesting
(4.16), the interaction
with students out of the
group has a middle
value (3.02) but
considering that in a
normal lab work this
result normally gets
closer to one it is
reasonable. Concerning
the last three
questions, the
competition approach
has been clearly a
stimulus to learn more
(3.86), the students
strongly like the
approach proposed
(4.24), which is the
highest value, and
finally; the use of Game
Theory tournaments is
interesting to be applied
in practical tasks