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Educational video games and students' game engagement
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Chang, M, Evans, M, Kim, S
et al
. (2014). Educational video games and students' game engagement .
10.1109/ICISA.2014.6847390
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Chang, M, Evans, M, Kim, S
et al
. (2014). Educational video games and students' game engagement .
10.1109/ICISA.2014.6847390
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cited authors
Chang, M; Evans, M; Kim, S; Deater-Deckard, K; Norton, A
fiu authors
Chang, Mido
abstract
The [Math App], developed for the iOS platform (primarily targeting iPads), is an educational video game (EVG) intended to support students' understanding of fractions and thus promote algebra-readiness. In working with fractions, most fifth grade students in the U.S. rely on part-whole conceptions alone, inhibiting development toward algebra in higher grades. Using a quasi-experimental design, investigators document the theoretical and evidence-based approach to designing, developing, and piloting an EVG for algebra readiness. Our research and development of EVGs is grounded in theories of engagement-cognitive, behavioral, and affective domains-known to facilitate learning. In this research, we report the game engagement levels differed by learner's gender and prior ability in mathematics performance, and the amount of gameplay. © 2014 IEEE.
publication date
January 1, 2014
Identifiers
Digital Object Identifier (DOI)
https://doi.org/10.1109/icisa.2014.6847390
International Standard Book Number (ISBN) 13
9781479944439