Impact of a Simulated Game on Learning and Engagement

Autores/as

  • Nina Sarkar Queensborough Community College, CUNY, New York
  • Stephen W. Hammel Queensborough Community College, CUNY, New York
  • Christina Manzo Queensborough Community College, CUNY, New York

DOI:

https://doi.org/10.55420/2693.9193.v6.n2.229

Palabras clave:

NetGeneration, digital natives, educational games

Resumen

Today’s students are digital natives who have grown up with computer technology and video games. Their constant exposure to the internet and other digital media has shaped the way they receive, process and learn information. Consequently, the traditional lecture and textbook approach to education is not as effective for this generation. We believe that students can benefit from reality based computer simulated games which are incorporated into the course curriculum. Games and computer simulations are no longer just for fun; they can be used as an effective pedagogical tool to enhance learning and foster an engaged learning environment. While there is a general consensus among educators that educational games are an effective method of motivating students, there is a lack of empirical studies relating to the impact of this teaching modality on students’ academic performance and engagement. This paper reports on the effectiveness of using a computer simulated game on student learning and engagement in three different business courses.

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Publicado

2016-10-28

Cómo citar

Sarkar, N., Hammel, S. W., & Manzo, C. (2016). Impact of a Simulated Game on Learning and Engagement. HETS Online Journal, 6(2), 62-79. https://doi.org/10.55420/2693.9193.v6.n2.229

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