BGSU Classroom Technology E-Mag Spring 2018 | Page 15

Results

What I found was that when I compared the data sets, there was a statistically significant impact of video games on student achievement. Further, my data suggested there was a positive impact! The group that received the video game treatment had an average score of 33.62 raw points, compared to the group that did the usual hands-on labs, which had an average score of 28.13 raw points. Not an especially large point difference, but one that shows significance nonetheless.

Future Impact

The impact of this research was meant to inform my own teaching practices. Naturally, I will continue to use video games in my classroom, but there is still much to be done. I could switch groups to ensure that the results continue to suggest a positive impact. I can also investigate the effects of different video games on student achievement - commercial games such as Minecraft, versus flash games like Cell Craft. Beyond that, I could try blending the two together. That is, use hands on activities and video games together in the same unit. However, I am firmly of the belief I will continue to see positive results, and thus will be able to harness the innate motivation and engagement factor games possess.

Click the links below to learn more about how students can create their own games for use in the classroom.