EDPSY 528: Achievement Motivation in Education
Final paper (literature review)
Autumn 2003
Comparison of Video Games and
Educational Software:
A Motivational Perspective
Information and
communication technologies have improved dramatically in the last decade,
making educational software and video games very powerful tools for teaching
and learning. Both tools provide features that create excellent educational
learning environments and opportunities, such as interaction, feedback, specific
goals, established procedures, continual feeling of challenge, direct
engagement, novelty, collaboration and motivation. The question that arises is,
if educational software and video games are excellent learning tools, why do
the majority of k-12 students feel more motivated to learn from video games
rather than from educational software? Furthermore, what motivational factors
would make video games better teaching tools than educational software, and
under what conditions?
The high
motivational factor video games provide for k-12 students, predicts an improved
and superior learning curve over existing educational software and tools. This
paper will explore this argument by analyzing differences and similarities
between video games and traditional educational software from a motivational
standpoint using self-efficacy and self-determination theory as a theoretical
framework. Moreover, I will evaluate state of the art of video games and
educational software to teach curriculum-based content in classrooms.
Additionally, this paper will recommend future research and implications in
this area.
REFERENCES
Course
Bandura, A.,
& Schunk, D.H. (1981). Cultivating
competence, self-efficacy, and intrinsic interest through proximal
self-motivation. Journal of Personality and Social Psychology, 41(3), 586-598.
Harackiewicz, J., Manderlink, G., & Sansone, C.
(1984). Rewarding pinball wizardry. Journal of Personality and
Social Psychology, 47(2), 287-300.
Lee, O., & Anderson, C. (1993). Task
engagement and conceptual change in middle school science classrooms.
Morgan C.,
& Sansone C. (1992). Intrinsic motivation and
education: Competence in context. Motivation and Emotion, 16(3), 249-270.
Rigby, S., Deci, L., Patrick, B., and Ryan, R.
(1992).
Beyond the
intrinsic-extrinsic dichotomy: Self-determination in motivation and learning.
Motivation and Emotion, 16(3), 165-185.
Ryan, R.
& Deci, E. (2000). Self-determination theory and the facilitation of intrinsic
motivation, social development, and well-being. American Psychology,
55(1), 68-78
Schunk, D.H. (1989). Self-efficacy and
achievement behaviors. Educational Psychology Review, 1(3), 185-186.
Turner, J. (1995). The influence of classroom contexts on young children’s motivation
for literacy. Reading Research Quarterly, 30(3),
410-441.
Additional
Alessi, S., & Trollip, S.
(2001) Multimedia for learning. Methods and development. Pearson Ally
& Bacon. Third Edition.
Bangert-Drowns, R., & Pyke, C.
(2002). Teacher ratings of student engagement with
educational software: An exploratory study. Educational
Technology, research and development.
Becker, K. (2001). Teaching
with games: The minesweeper and asteroids experience. Journal of Circuits, Systems and Computers. 17(2), 23-33
Bostock, S. (1995).
Classifications of educational software. Learning Technology.
http://www.keele.ac.uk/depts/cs/Stephen_Bostock/docs/index.html
Bransford, J., Brown, A., &
Cocking, R. (1999). How people learn.
Crawford, C. (1982). The art of computer game design. MacGraw-Hill
Osborne Media
http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html
Davies, C.H.J. (2002). Student engagement with simulations: a case study. Computers & Education, 39, 271–282
www.elsevier.com/locate/compedu
De
Aguilera, M., & Méndiz, A. (2003). Video games and education.
ACM Computers in Entertainment, 1(1), 1-14.
Dumbleton, Tim (2001). Video games in education. British
Educational Communications and technology agency, http://www.becta.org.uk/
Jonassen, D., Peck, K., & Wilson, B. (1999). Learning with technology. A constructivist perspective. N.J.: Merrill, an imprint of
Prentice Hall.
Gee, J.P. (2003). What
video games have to teach about learning and literacy. Palgrave Macmillan; 1st edition.
Jones, S. (2003). Let the games begin: Gaming technology and entertainment among college students. The Pew Internet & American Life Project
http://www.pewinternet.org/netresources/index.asp
Malone, T.W. (1980). What makes
things fun to learn? A study of intrinsically motivating
computer games. (Report CIS-7).
McFarlane A., Heald Y. & Sparrowhawk A. (2002). Report on the use of Games. Communications of the ACM, 45(7), 40-44
Okan, Z. (2003).
Edutainment: is learning at risk?. British Journal of
Educational Technology, 34(3), 255–264.
Pajares, F., and Urdam, T. (2002). Academic motivation of adolescents.
Pintrich, P. and Schunk D. (1996). Motivation in education. Prentice Hall.
Prensky, Marc. (2000). Digital game-based
learning. McGraw-Hill trade; 1st Edition.
Rosas,
R., Nussbaum, M., Cumsille, P., Marianov,
V., Correa, M. (2002). Beyond
Nintendo: design and assessment of educational video games for first and second
grade students. Elsevier Science Ltd.
Squire,
K., (2002). Video
Games in Education. Comparative Media Studies.
MIT
http://cms.mit.edu/games/education/pubs/IJIS.doc
Vogel, D., & Klassen, J. (2001). Technology-supported learning: status, issues and trends. Journal of Computer Assisted Learning, Hong Kong, 17, 104-114.