This article presents findings of a study conducted to determine the impact of academic support provided through videoconferencing on the academic outcomes of Science, Technology, Engineering, and Mathematics students enrolled in high-risk science courses in higher education. A quasi-experimental nonequivalent posttest only design was employed to determine if grade and retention outcomes of students receiving online academic support through videoconferencing were equivalent to outcomes received by students receiving face-to-face academic support and students not receiving academic support. Data from 1,276 students were analyzed and significant differences were found in rate of retention and final grades of ''Cs or above'' among the three groups. The untutored group had the lowest rate. There was no significant difference in retention or final grade proportions for online and face-toface groups, providing evidence that synchronous academic support through videoconferencing is as effective as face-to-face academic support.
This design case describes design decisions and their impacts during three redesigns of an educational game called the “Rocks and Minerals Challenge.” This game was developed as a laboratory supplement for the rocks and minerals component of a university-based geology course. The game has evolved through three distinct design phases: Design 1, first designed as a challenge module in 2005; Design 2, redesigned as a game in 2012 for compatibility reasons; and Design 3, redesigned in 2015 to enhance instructional effectiveness. Following is a description of the game design factors that were implemented for each of the design phases: learning goals, levels of challenges, scaffold-ing, user control, feedback, and rules. The timing, rationale and impacts of these design decisions are discussed within the context of recommendations identified by existing educational game research.
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