The Impact of Digital Games on High School Students' Academic Achievement in Mathematics Education: A Meta-Analytic Investigation (open access)

The Impact of Digital Games on High School Students' Academic Achievement in Mathematics Education: A Meta-Analytic Investigation

The focus of this study was to conduct a meta-analytic investigation to combine the results obtained in independent studies aimed at determining the effectiveness of using digital games, as opposed to traditional methods, as a strategy for improving students' performance in high school mathematics. The major question of this study is: "Does the research on the use of games in high school mathematics support the use of games as a teaching strategy for improving student achievement?" To answer this question, meta-analysis was employed. Meta-analysis synthesizes and analyzes the quantitative data collected in independent and multiple empirical studies carried out on similar topics, situations, and hypotheses in order to reach a general judgment regarding the results of these studies. To determine which studies to use, specific criteria including articles published in refereed journals, thesis, and dissertation studies with experimental and control groups, research with effect size, sample size, standard deviation, and means. Based on these criteria, it was decided to include six experimental studies in the meta-analysis. The result showed that there was no significant differences between the use of digital games and traditional methods to teach mathematics in high school. The weighting factor of the two variables, standard deviation and …
Date: August 2016
Creator: Okeke, Godwin Nnaemeka
System: The UNT Digital Library
Factors influencing parental attitudes toward digital game-based learning. (open access)

Factors influencing parental attitudes toward digital game-based learning.

The purpose of this non-positivistic mixed-methods study is to examine parental attitudes towards the use of computer and video games in their child’s classroom and to investigate how the sociocultural contexts in which parents live affect those attitudes. The research was conducted using a mixed-methods triangulation design, including both quantitative and qualitative techniques. First, the study tried to identify which groups of parents were better positioned to accept and support digital game-based learning and which groups were less likely to have a positive attitude toward integrating digital games into the classroom. This study tried to determine if socioeconomic status, age, education level, and/or cultural background could serve as a predictor of parental attitudes toward digital game-based learning. Second, the study tried to recognize how social and cultural contexts in which parents live affect their attitudes toward digital games in the classroom. Many researchers agree that parents play an important role in students’ and eventually, educators’ attitudes toward gaming. It has been argued that if parents accept a certain non-traditional (digital) learning tool, then their children would most likely have a similar attitude toward it. Parents might be the support system that educators need in order to ensure that students are …
Date: May 2016
Creator: Piller, Yulia
System: The UNT Digital Library
A Phenomenology of Fostering Learning: Alternate Reality Games and Transmedia Storytelling (open access)

A Phenomenology of Fostering Learning: Alternate Reality Games and Transmedia Storytelling

This dissertation presents the essence of the experience of instructional designers and instructors who have used alternate reality games (ARGs) and transmedia storytelling (TS) for teaching and learning. The use of game-like narratives, such as ARGs and TS, is slowly increasing. However, we know little about the lived experiences of those who have implemented such transmedia experiences in formal or informal learning. The data consists of written transcripts from interviews with 11 co-researchers in the United States and Europe. Phenomenology was the guiding methodology. The study begins by reviewing storytelling and the use of games in learning, leading up to exploring the tradition of using ARGs and TS in learning contexts. The analysis was one of reduction leading to codes, summary stories, themes, and the essence of the experience. Co-researchers used many techniques to enlighten their learners including problem-solving, critical thinking, collaboration, encouragement, disruption, and connection-making. When successful, connection-making facilitates learner agency development by providing learners with the power to act by their own initiative. Action came through the communicated narratives and games that closely tied to real-world problems. In the context of these efforts, this study's co-researchers emerged as educational life-world learning-coaches, "sensei", who were each using strategies and …
Date: May 2016
Creator: Wakefield, Jenny S.
System: The UNT Digital Library
The Relationship of Career and Technical Education Information Technology Teachers' Technology Self-Proficiency to Levels of Technology Integration, Prior Work Experience, Years of Teaching Experience, and Stage of Adoption of Technology (open access)

The Relationship of Career and Technical Education Information Technology Teachers' Technology Self-Proficiency to Levels of Technology Integration, Prior Work Experience, Years of Teaching Experience, and Stage of Adoption of Technology

The focus of this study is to determine the relationship between a Career and Technical Education (CTE) Information Technology (IT) teacher's self-assessed level of technology proficiency to the level of technology integration into the classroom, the prior work experience in the information technology field, the years of teaching experience, and the stage of adoption of technology. Participants were CTE IT teachers who were members of an IT teacher listserv that was established by the UNT Grant for Educational Excellence from the Texas Education Agency/CTE and teaching in Grades 9-12 in the state of Texas during the 2015-2016 school year. The study utilized a quantitative survey methodology to gain a perspective on the correlation of the variables. Three validated self-report instruments were administered via an online survey. The three instruments utilized were the Technology Proficiency Self-Assessment for 21st Century Learning, Concerns-Based Adoption Model-Levels of Use (CBAM-LoU), and the Stages of Adoption of Technology.
Date: May 2016
Creator: Ritter, Rhonda LeDoux
System: The UNT Digital Library
Adult Learning: Evaluation of Preferences for Technology and Learning Sources for Workplace Learning (open access)

Adult Learning: Evaluation of Preferences for Technology and Learning Sources for Workplace Learning

The purpose of this research was to provide an initial investigation of the preferences for both technology and learning sources that are available today in the modern workplace at a large financial institution with a national presence in the USA. In addition to the preferences of the participants, the research includes insights about the culture of the learning organization by using the Dimension of Learning Organization Questionnaire (DLOQ) and two preference surveys. The research methods used in this study are categorized as mixed methods and include both quantitative and qualitative methods. This study is nonpositivist and descriptive. It is based on a triangulation design method which is comprised of analysis from data obtained from the DLOQ and preference surveys, as well as semi-structured interviews with several survey participants. The results of the studies provide the foundational information for an extended quantitative analysis.
Date: December 2016
Creator: Kaiser, Robert Cresswell
System: The UNT Digital Library
An Analysis of Educational Technology Publications:  Who, What and Where in the Last 20 Years (open access)

An Analysis of Educational Technology Publications: Who, What and Where in the Last 20 Years

This exploratory and descriptive study examines research articles published in ten of the top journals in the broad area of educational technology during the last 20 years: 1) Educational Technology Research and Development (ETR&D); 2) Instructional Science; 3) Journal of the Learning Sciences; 4) TechTrends; 5) Educational Technology: The Magazine for Managers of Change in Education; 6) Journal of Educational Technology & Society; 7) Computers and Education; 8) British Journal of Educational Technology (BJET); 9) Journal of Educational Computing Research; and 10) Journal of Research on Technology in Education. To discover research trends in the articles published from 1995-2014, abstracts from all contributing articles published in those ten prominent journals were analyzed to extract a latent semantic space of broad research areas, top authors, and top-cited publications. Concepts that have emerged, grown, or diminished in the field were noted in order to identify the most dominant in the last two decades; and the most frequent contributors to each journal as well as those who contributed to more than one of the journals studied were identified.
Date: May 2016
Creator: Natividad Beltrán del Río, Gloria Ofelia
System: The UNT Digital Library