Increasing student motivation to learn by making computer game technology more engaging: Measurable outcomes that determine success

dc.contributor.authorMann, Mark
dc.creator.orcidhttps://orcid.org/0000-0002-9656-7321
dc.date.accessioned2023-03-30T18:10:51Z
dc.date.available2023-03-30T18:10:51Z
dc.date.issued2017
dc.descriptionArticle originally published in Contemporary Issues in Education Research (CIER), 10(2), 117–120. English. Published online 2017. https://doi.org/10.19030/cier.v10i2.9922
dc.description.abstractIn the 21stCentury, Educators are called to thinking in broader terms about the purpose of technology in engaging learners to work on tasks that are meaningful to them. Through technology, as described in this paper, the researcher has attemptedto broadenstudent engagement level by developing a more engaging online game framework. The research attempted to increase engagement by modifying a less goal oriented maze game into a sporting challenge called Downhill Skier. In creating simulation software for the individual sport of downhill skiing, the Downhill Skier app was developed using the elm programming language. Since Elm is a relatively easy programming language to learn, Elm code can be modified and shaped to ones intended purpose. Using the EGameFlow Survey, an instrument that has been tested for internal and external validity, the research demonstrated that engagement levels were increased, in seven of the eight categories that EGameFlow measures, by changing the nature of the game from a maze walk through into an e-sport challenge.en_US
dc.identifier.citationThis is the published version of an article that is available at https://doi.org/10.19030/cier.v10i2.9922. Recommended citation: Mann, M. D. (2017). Increasing student motivation to learn by making computer game technology more engaging: Measurable outcomes that determine success. Contemporary Issues in Education Research (CIER), 10(2), 117–120. This item has been deposited in accordance with publisher copyright and licensing terms and with the author’s permission.en_US
dc.identifier.urihttps://hdl.handle.net/11274/14779
dc.identifier.urihttps://doi.org/10.19030/cier.v10i2.9922
dc.language.isoen_USen_US
dc.publisherThe Clute Instituteen_US
dc.rights.holderCopyright by author(s)
dc.rights.licenseCC-BY
dc.subjectComputer game technologyen_US
dc.subjectStudent engagementen_US
dc.subjectElm Programming Languageen_US
dc.titleIncreasing student motivation to learn by making computer game technology more engaging: Measurable outcomes that determine successen_US
dc.typeArticleen_US

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