Thursday, March 13, 2025

Blog Post 4 - Research Topic for Final Project

As a 5th-grade science teacher, I am constantly seeking new ways to engage my students with interactive digital lessons. These interactive digital lessons will incorporate technology and “new” digital media that will enhance my students learning within my own classroom, as well as prepare students for their future. In the age of advancing technology, computer game-based learning and digital learning with technology are rapidly spreading within education and curriculum. Computer game-based learning like Legends of Learning and Blooket are two examples of exciting ways to provide students with interactive lessons and games. These methods are not only engaging but they also foster active participation. In my science class, I have found that when students use computer game-based learning and technology with their learning there is a better opportunity for understanding the science content, students are also more motivated to be engaged and they also retain information more than traditional methods. My final project will allow me to analyze how computer game-based learning with technology can be successfully integrated into my 5th-grade science curriculum.

Kaimara, P., Fokides, E., Oikonomou, A., & Deliyannis, I. (2021). Potential barriers to the implementation of digital game-based learning in the classroom: Pre-service teachers’ views. Technology, Knowledge and Learning, 26(4), 825–844. https://doi.org/10.1007/s10758-021-09512-7 

  The article, “Potential barriers to the implementation of digital game-based learning in the classroom: Pre-service teachers’ views.” by Kaimara et al., talks of how games that involve technology will motivate students to explore their understanding, skills, and knowledge. The authors suggest that Digital game-based learning (DGBL) is going to continuously be in the spotlight. They also mention that DGBL is a smart innovative approach to implementing digital learning materials.

Partovi, T., & Razavi, M. R. (2019). The effect of game-based learning on academic achievement motivation of elementary school students. Learning and Motivation, 68, 101592. https://doi.org/10.1016/j.lmot.2019.101592 

The study, “The effect of game-based learning on academic achievement motivation of elementary school students” by Partovi et al., focuses on how when students use games with their learning they will have more motivation to learn. The study also shows that when student's motivation and engagement are enhanced with the help of incorporating game-based learning their academic performance will improve tremendously. Data shows that game-based learning also encourages students to act independently, show understanding, and encompass the skills of social learning which is a vital skill to have.

Sari, Y., Sari, R. P., Sumantri, M. S., & Marini, A. (2021). Development of digital comic for science learning in elementary school. IOP Conference Series: Materials Science and Engineering, 1098(3), 032060. https://doi.org/10.1088/1757-899x/1098/3/032060 

  The article, “Development of digital comic for science learning in elementary school” by Sari et al., investigates the idea of using digital comic strips to teach students about science. In the article, the author focuses on the science topic of ecosystems. Through the teaching of ecosystems, the digital comic strip will allow students to be engaged and have more effective learning. The author also notes that research has been conducted as well as assessed on effectiveness. It’s also been noted that students find digital comics to be enjoyable and make complex units more accessible which is important for students in science.

Wang, L.-H., Chen, B., Hwang, G.-J., Guan, J.-Q., & Wang, Y.-Q. (2022). Effects of digital game-based STEM education on students’ learning achievement: A meta-analysis. International Journal of STEM Education, 9(1). https://doi.org/10.1186/s40594-022-00344-0 

The article, Effects of digital game-based STEM education on students’ learning achievement: A meta-analysis. International Journal of STEM Education, by Wang et al., had found that when STEM education uses digital games there are better learning outcomes. Traditional teaching methods are becoming more outdated while “new” digital methods are becoming more sufficient. The study also looked at factors of subject matter, the type of game, level, platform being used, and the length of time for results. Results from this study show that when digital games are incorporated into STEM education students learning is effectively enhanced.

Yeh, Y., Chang, H.-L., & Chen, S.-Y. (2019). Mindful learning: A mediator of mastery experience during digital creativity game-based learning among elementary school students. Computers & Education, 132, 63–75. https://doi.org/10.1016/j.compedu.2019.01.001 

The article, “Mindful Learning: A Mediator of mastery experience during digital creativity game-based learning among elementary school students.” by Yeh, Yu-chu, et al looks at a study that included 181 students that ranged between third to sixth grade. The authors show that when elementary-aged students are engaged in creative learning games they often foster a greater sense of accomplishment. This study also shows that when being mindful students learn better while playing educational games that allow them to be creative and improve their learning experience. 

References

Kaimara, P., Fokides, E., Oikonomou, A., & Deliyannis, I. (2021). Potential barriers to the implementation of digital game-based learning in the classroom: Pre-service teachers’ views. Technology, Knowledge and Learning, 26(4), 825–844. https://doi.org/10.1007/s10758-021-09512-7 

Partovi, T., & Razavi, M. R. (2019). The effect of game-based learning on academic achievement motivation of elementary school students. Learning and Motivation, 68, 101592. https://doi.org/10.1016/j.lmot.2019.101592 

Sari, Y., Sari, R. P., Sumantri, M. S., & Marini, A. (2021). Development of digital comic for science learning in elementary school. IOP Conference Series: Materials Science and Engineering, 1098(3), 032060. https://doi.org/10.1088/1757-899x/1098/3/032060 

Wang, L.-H., Chen, B., Hwang, G.-J., Guan, J.-Q., & Wang, Y.-Q. (2022). Effects of digital game-based STEM education on students’ learning achievement: A meta-analysis. International Journal of STEM Education, 9(1). https://doi.org/10.1186/s40594-022-00344-

Yeh, Y., Chang, H.-L., & Chen, S.-Y. (2019). Mindful learning: A mediator of mastery experience during digital creativity game-based learning among elementary school students. Computers & Education, 132, 63–75. https://doi.org/10.1016/j.compedu.2019.01.001


4 comments:

  1. Christina, I enjoyed reading your blog post about computer game-based learning. I teach third grade and we've departmentalized, so I am responsible for math for two sections of students. I have also found that interactive lessons and games foster active participation that feels exciting. As a teacher, I love that games can give immediate feedback, as students become motivated to "beat" their own previous score. I can easily differentiate so that students are doing the same task but working at their own level, allowing them to learn "socially" and compete against one another even though they are working on different skills.
    I will check out some of your sources, as digital comics sounds like an especialy interesting idea! Thank you for your thougthful post.

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  2. Hello Christina,

    Your topic sounds great! I think that using digital platforms, specifically games, to help your students learn is an amazing and productive way to effectively connect with your students. In my own personal experience, I have used online games such as Blooket and Jeopardy for review, and for content specific I have used games such as the free Oregon Trail computer game. Each one of these seems to have had a lasting impact on my students. The points that your last article is something that I see often when we play games in the classroom. The students feel a greater sense of accomplishment, and I believe that is due to their knowledge and understanding of how video games work. This sounds like an amazing topic, and I wish you luck when writing about it for your final paper!

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  3. Hi Christina!
    This sounds like a great avenue to pursue for this research project. Utilizing games in the classroom is a great way to increase classroom engagement and diversify learning activities. As you discussed in your post, there are many different online tools to utilize, such as Blooket and digital comic strips, that can challenge students to think about topics in a new way. Personally, I have found online programs like Blooket to be a great way for students to review concepts and build on necessary skills. Good luck with your final paper!

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  4. Hi Christina,
    I really like your topic of web based learning games. As a math teacher, I know sometimes students may not be super interested in the material, so learning games are some of my go-to activities to boost engagement and while also fulfilling the learning requirements. Fifth grade is such a pivotal year for growth as learners and children, so working with games can have students be excited to learn and hopefully, in turn, foster a love of learning they can carry with them throughout their lives, even post graduation. I am excited to see what you are able to do with this topic in your final paper and presentation!

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