• Login
    View Item 
    •   DSpace Home
    • SUNY Polytechnic Institute
    • Master's Theses and Projects
    • Information Design + Technology (IDT) Program Theses and Projects
    • View Item
    •   DSpace Home
    • SUNY Polytechnic Institute
    • Master's Theses and Projects
    • Information Design + Technology (IDT) Program Theses and Projects
    • View Item
    JavaScript is disabled for your browser. Some features of this site may not work without it.

    Browse

    All of DSpaceCommunities & CollectionsBy Issue DateAuthorsTitlesSubjectsThis CollectionBy Issue DateAuthorsTitlesSubjects

    My Account

    LoginRegister

    Statistics

    Most Popular ItemsStatistics by CountryMost Popular Authors

    Applying Malone’s Motivational Theory and Flow to a Study of Whether Playing Educational  Video Games Influences Motivation and Impacts Learning Outcomes in 5th Grade Mathematics

    Thumbnail
    View/Open
    Goodnough2012video games.pdf (726.7Kb)
    Date
    2012-12-01
    Author
    Goodnough, Eric P
    Metadata
    Show full item record
    Subject
    video games
    education
    technology
    motivation
    math
    elementary
    K-12 education
    Abstract
    The purpose of this paper is to explore the possibility that using video games as an educational tool will impact student motivation and learning outcomes for mathematics in a 5th grade classroom. It uses relevant literature and qualitative research to investigate if educational video games provide challenge, fantasy, curiosity, and control as a means of influencing intrinsic motivation, using Malone’s Motivational Theory as a theoretical framework. Additionally, it explores similarities between intrinsic motivation and the characteristics suggested for a game to achieve Flow. Flow is a theory based on the balance of player skill and level of challenge, and can be used as a means for measuring how fun a game is. Specifically, this study examines the gaming features available at the learning website Study Island and how they are implemented in a 5th grade elementary school classroom. By conducting semi-structured interviews with teachers who use the website regularly and using existing standardized test scores to evaluate learning outcomes, I compare the emerging themes from these discussions with the suggested results provided by previous literature on the subject. Based on these comparisons, I attempt to answer the following research question: Does playing educational video games influence motivation and impact learning outcomes in 5 th grade mathematics?
    URI
    http://hdl.handle.net/1951/65803
    Collections
    • Information Design + Technology (IDT) Program Theses and Projects [126]

    SUNY Digital Repository Support
    DSpace software copyright © 2002-2022  DuraSpace
    Contact Us | Send Feedback
    DSpace Express is a service operated by 
    Atmire NV
     

     


    SUNY Digital Repository Support
    DSpace software copyright © 2002-2022  DuraSpace
    Contact Us | Send Feedback
    DSpace Express is a service operated by 
    Atmire NV