Abstract
This paper presents findings of a quantitative investigation of how games affect achievement of an educational objective based on the foundations of information processing. The results suggest that games can be used to assist achievement of classroom content. The results of this experimental quantitative study pointed to the overwhelming evidence that games outperformed the control group (nongames) in the achievement of factual knowledge in a group of freshman education students at a medium-size university.
Cite
CITATION STYLE
Almeida, L. C. (2012). The Effect of an Educational Computer Game for the Achievement of Factual and Simple Conceptual Knowledge Acquisition. Education Research International, 2012, 1–5. https://doi.org/10.1155/2012/961279
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