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Serious video game effectiveness

Published: 13 June 2007 Publication History

Abstract

Given the interactive media characteristics and intrinsically motivating appeal, computer games are often praised for their potential and value in education.allHowever, comprehensive research testing these assumptions is still missing. Preliminary comparative studies on the learning effects of games versus traditional media have shown some promise. In this paper, we describe a comparative study that thoroughly investigates the effects of interactivity and media richness on science learning among college students. We also discuss important results and implications yielded from comparisons among four conditions in our experiment (game, replay, hypertext and text).

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cover image ACM Conferences
ACE '07: Proceedings of the international conference on Advances in computer entertainment technology
June 2007
324 pages
ISBN:9781595936400
DOI:10.1145/1255047
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 13 June 2007

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Author Tags

  1. computer games
  2. digital media
  3. education
  4. entertainment-education
  5. hypertext
  6. interactivity
  7. learning effects
  8. media richness
  9. motivation
  10. replay
  11. serious games
  12. text

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  • (2023)Using the Sonic Pi Application for Educational Purposes – A Literature ReviewEducatia 2110.24193/ed21.2023.26.12(108-119)Online publication date: 21-Dec-2023
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