Using computer games for instruction: The Student experience

Type of content
Journal Article
Publisher's DOI/URI
Thesis discipline
Degree name
Publisher
University of Canterbury. School of Educational Studies and Human Development
Journal Title
Journal ISSN
Volume Title
Language
Date
2010
Authors
Grimley, M.
Green, R.
Nilsen, T.
Thompson, D.
Tomes, R.
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 paper investigates whether learning by computer game can improve student experiences compared with a more formal lecture approach and whether they 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.

Description
Citation
Grimley, M., Green, R., Nilsen, T., Thompson, D., Tomes, R. (2010) Using computer games for instruction: The Student experience. Active Learning in Higher Education, In press.
Keywords
computer games, lecture, instruction, student experience, flow, learning, active learning
Ngā upoko tukutuku/Māori subject headings
ANZSRC fields of research
Field of Research::13 - Education::1302 - Curriculum and Pedagogy::130299 - Curriculum and Pedagogy not elsewhere classified
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