My dissertation will be looking at the relationship between increased engagement and gaming within
curriculum, vs. the traditional classroom and level of engagement (possibly with different games Civ 4, etc.). I want to apply the previous research from the Wisconsin cats and other researchers in the field of simulations and learning.
Possible research questions:
1. What causes engagement in the classroom with next generation learners?
2. What factors lead to engaging next generation learners?
3. What influences learners engagement with content and curriculum?
4. What characteristics lead to engagement within the classroom with next generation of learners?
5. What is the relationship between engagement of games and learning?
6. How effective is integration of games in the classroom with the next generation learners?
7. What differences exist between learning through games and learning through standard teaching practices?
Monday, February 27, 2006
Sunday, February 26, 2006
Ideas for research
Looking at engagement: how to measure it?!
Control group: survey students to determine if they have a "loss of time": ask how long lecture was
Study: survey students to determine if they have a "loss of time": ask how long they played game
Survey and control: Pre and Post test .. Given in same format
Control group/sample group:
100 HS students (equal gender in each) in lecture based class/ 100 students in game-based class
Quantative Analysis:
students are measured based on surveys for loss of time (engagement), Pre and post test (engagement)
Qualitative analyze:
control: observation of students during lecture
study: observation of students During game play
both: same questions asked in each group and run analysis
Control group: survey students to determine if they have a "loss of time": ask how long lecture was
Study: survey students to determine if they have a "loss of time": ask how long they played game
Survey and control: Pre and Post test .. Given in same format
Control group/sample group:
100 HS students (equal gender in each) in lecture based class/ 100 students in game-based class
Quantative Analysis:
students are measured based on surveys for loss of time (engagement), Pre and post test (engagement)
Qualitative analyze:
control: observation of students during lecture
study: observation of students During game play
both: same questions asked in each group and run analysis
Monday, February 13, 2006
Ideas
My purpose of the case study is to understand how gaming impacts engagement in the classroom with next generation learners.
(Need to work on full statement and research questions)
(Need to work on full statement and research questions)
Proposed Dissertation
The purpose of this blog is to work through my dissertation research and post relevant links and information for use in the paper.
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