About this Journal Submit a Manuscript Table of Contents
Education Research International
Volume 2012 (2012), Article ID 961279, 5 pages
Research Article

The Effect of an Educational Computer Game for the Achievement of Factual and Simple Conceptual Knowledge Acquisition

Applied Media and Simulation Games Center, Indiana University of Pennsylvania (IUP), 130 Stouffer Building, Indiana, PA 15705, USA

Received 10 July 2012; Revised 20 September 2012; Accepted 7 November 2012

Academic Editor: Hui-Chun Chu

Copyright © 2012 Luis C. Almeida. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

Linked References

  1. L. Almeida, The phenomenological exploration of user-design in rural gifted high school students when designing a game [doctoral dissertation], Penn State University, 2008.
  2. M. E. Gredler, “Games and simulations and their relationship to learning,” in Handbook of Research For Educational Communications and Technology, D. H. Jonassen, Ed., pp. 571–581, Lawrence Erlbaum, Mahwah, NJ, USA, 2nd edition, 2002.
  3. T. B. Allen, War Games, Mcgraw-Hill, New York, NY, USA, 1987.
  4. K. Squire, “Cultural framing of computer/video games,” Game Studies, vol. 2, no. 1, pp. 1–13, 2002. View at Scopus
  5. D. A. Gentile, P. J. Lynch, J. R. Linder, and D. A. Walsh, “The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance,” Journal of Adolescence, vol. 27, no. 1, pp. 5–22, 2004. View at Publisher · View at Google Scholar · View at Scopus
  6. Entertainment Software association, Essential facts about the computer and video game industry, 2004, http://www.esa.com.
  7. J. Hooker, “Video games are no longer child's play,” Infosynchworld, pp. 1–2, 2007.
  8. N. Breckon, NPD: Nintendo sells over 10 million Wiis in US, new lifetime sales figures for each console, 2008, http://www.shacknews.com/onearticle.x/56788.
  9. A. Cartstens and J. Beck, “Get ready for the gamer generation,” TechTrends, vol. 49, no. 3, pp. 22–25, 2005.
  10. J. Freedman, “Evaluating the research on violent video games,” in Proceedings at the Culture Policy Conference, Chicago, Ill, USA, 2001.
  11. D. Deal, “A brief history of community and digital games,” 2007http://www.daviddeal.info/historyofdigitalgames/consolewars.htm.
  12. S. L. Kent, The Ultimate History of Video Games: From Pong To Pokémon and Beyond—The Story That Touched Our Lives and Changed the World, Prima, Roseville, Calif, USA, 1st edition, 2001.
  13. L. P. Rieber, “Seriously considering play: designing interactive learning environments based on the blending of microworlds, simulations, and games,” Educational Technology Research and Development, vol. 44, no. 2, pp. 43–58, 1996. View at Scopus
  14. M. Prensky, “Digital game-based learning,” ACM Computers in Entertainment, vol. 1, no. 1, p. 21, 2003.
  15. P. Gee, What Video Games Have to Teach Us About Learning and Literacy, Palgrave MacMillan, New York, NY, USA, 2003.
  16. C. Bereiter and M. Scardamalia, Surpassing Ourselves: An Inquiry Into the Nature and Implications of Expertise, Open Court, La Salle, Ill, USA, 1993.
  17. M. Sicart, The Ethics of Computer Games, The MIT press, Boston, Mass, USA, 2009.
  18. K. Kolson, “The politics of SimCity,” Political Science and Politics, vol. 29, no. 1, pp. 43–46, 1996. View at Scopus
  19. D. A. Gentile and C. A. Anderson, “Violent video games: the newest media violence hazard,” in Media Violence and Children, D. A. Gentile, Ed., Praeger, Westport, Conn, USA, 2003.
  20. B. J. Bushman and C. A. Anderson, “Violent video games and hostile expectations: a test of the general aggression model,” Personality and Social Psychology Bulletin, vol. 28, no. 12, pp. 1679–1686, 2002. View at Publisher · View at Google Scholar · View at Scopus
  21. A. Clegg, “Games and simulations in social studies education,” in Handbook of Research on Social Studies Teaching and Learning, J. P. Shaver, Ed., pp. 523–528, MacMillan, New York, NY, USA, 1991.
  22. S. A. Barab, M. Gresalfi, and A. Arici, “Transformational play: why educators should care about: games,” Educational Leadership, vol. 67, no. 1, pp. 76–80, 2009. View at Scopus
  23. B. Cameron, The effect of online gaming, cognition and feedback type in facilitating delayed achievement of different learning objectives [doctoral dissertation], Penn State University, 2004.
  24. G. J. Hwang, P. H. Wu, and C. C. Chen, “An online game approach for improving students' learning performance in web-based problem-solving activities,” Computers & Education, vol. 59, no. 4, pp. 1246–1256, 2012.