Improving learning outcomes by designing engaging educational tools
Casey, John; Baghaei, Nilufar; Nand, Kalpana
Date
2014Citation:
Casey, J., Baghaei, N., & Nand, K. (2014). Improving Learning Outcomes by Designing Engaging Educational Tools . Castro, M. & Tovar, E.(Ed.), IEEE Frontiers in Education Conference, Madrid, Spain, 22-25 October 2014. (pp.339-342)Permanent link to Research Bank record:
https://hdl.handle.net/10652/2976Abstract
The success rate of computer games in engaging children has prompted educational researchers to investigate if similar techniques can be used to engage children with learning. In this paper, we present the results of a study conducted with 120 primary school children, in which two versions of our proposed educational tool (Features Enriched Game (FEG) vs Feature Devoid Game (FDG)) were used for four weeks to teach primary school curriculum areas of Numeracy and Te Reo Maori language. The effectiveness of the educational tool was measured using a pre-test and a post-test, as well as the frequency and duration of time on playing the game. The results showed that the FEG version enhanced children's learning - it was more effective as an educational tool in both Numeracy and Te Reo curriculum areas, when compared to the FDG version. In the case of Numeracy, the increase in scores was twice as much as the FDG version and in the case of Te Reo (Maori Language) it was five times as much. Similar results were also shown by other indicators such as time and frequency. Finally, the results showed that the