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Computer games application within alternative classroom goal structures: cognitive, metacognitive, and affective evaluation

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Abstract

This article reports findings on a study of educational computer games used within various classroom situations. Employing an across-stage, mixed method model, the study examined whether educational computer games, in comparison to traditional paper-and-pencil drills, would be more effective in facilitating comprehensive math learning outcomes, and whether alternative classroom goal structures would enhance or reduce the effects of computer games. The findings indicated that computer games, compared with paper-and-pencil drills, were significantly more effective in promoting learning motivation but not significantly different in facilitating cognitive math test performance and metacognitive awareness. Additionally, this study established that alternative classroom goal structures mediated the effects of computer games on mathematical learning outcomes. Cooperative goal structure, as opposed to competitive and individualistic structures, significantly enhanced the effects of computer games on attitudes toward math learning.

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Notes

  1. In this paper, qualitative data was cited using pseudo names.

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Correspondence to Fengfeng Ke.

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Ke, F. Computer games application within alternative classroom goal structures: cognitive, metacognitive, and affective evaluation. Education Tech Research Dev 56, 539–556 (2008). https://doi.org/10.1007/s11423-008-9086-5

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