On Cognitive Development
Monique Labansat
California State University, Los Angeles
Ke, F. (2008). Alternative goal structures for computer game-based learning. International Journal of Computer-Supported Collaborative Learning, 3(4), 429-445.
Research purpose and hypotheses questions The purpose of this study was to examine the effects of DGBL (digital game-based learning) of 5th graders, on a level that related to their cognitive and affective learning outcomes. The main goal was to get a complete understanding and comparison of student’s Mathematical achievement, metacognitive awareness, and positive attitude towards math learning.Generally, this study hypothesized that the results would be as follows:
1. Will cooperative game-based learning have a greater math test achievement and more positive math attitudes than competitive and individualistic game-based learning? And also will all-gaming groups perform greater as well than the no-gaming group? (Ke, F., 2008)
2. Will the effects of game-based learning within different goal planning on both cognitive and affective learning outcomes differentiate for boys than for girls? And also in comparison for lower income students than for normal/middle income standing students? (Ke, F., 2008)
Method/Sample
One hundred sixty participants were gathered from eight 5th-grade public school classes in Pennsylvania. Each of the Participants were chosen accordingly based by gender (48% female) and socioeconomic status (42% lower income) (Ke, F., 2008). The way they went about on determining the students’ income status was by investigating who received “free lunch” at school. All students had some basic computer skills and knowledge, as well as previous digital game-playing experiences in or out of the classroom before the experiment was conducted. Participation was voluntary, given the students fell under the status circumstances. All participants were also instructed