Substantial disagreement exists in the literature regarding which educational technology results in the highest cognitive gain for learners. In an attempt to resolve this dispute, we conducted a meta-analysis to decipher which teaching method, games and interactive simulations or traditional, truly dominates and under what circumstances. It was found that across people and situations, games and interactive simulations are more dominant for cognitive gain outcomes. However, consideration of specific moderator variables yielded a more complex picture. For example, males showed no preference while females showed a preference for the game and interactive simulation programs. Also, when students navigated through the programs themselves, there was a significant preference for games and interactive simulations. However, when teachers controlled the programs, no significant advantage was found. Further, when the computer dictated the sequence of the program, results favored those in the traditional teaching method over the games and interactive simulations. These findings are discussed in terms of their implications for exiting theoretical positions as well as future empirical research.
Parenting stress has been linked to negative outcomes for both parents and children, including poor attachment, behavior problems, less positive parentchild interactions, and marital dissatisfaction. Given that parents of special needs children often experience excess stress, they may be susceptible to negative outcomes, thus investigations of protective factors are needed. We explored relationships among parenting stress, social support, mode of communication, and child cochlear implant status in parents rearing a deaf child or child with hearing loss. Findings of our exploratory study indicated that parents of children who use sign language only reported more support, while parents of children who use total communication exhibited less self-reported stress. Also, parents with children who use implants did not differ on any of the measures compared to parents of children without implants. Additional findings suggested that higher levels of perceived social support corresponded with lower stress among parents, however, receipt of supportive behaviors did not correlate significantly with parenting stress. In an overall model, perceived social support and mode of communication were significant predictors of parenting stress. Finally, enacted support predicted significantly life satisfaction in parents. Implications and limitations, as well as suggestions for future research, will also be offered.
A subcategory of computer-assisted instruction (CAI), games have additional attributes such as motivation, reward, interactivity, score, and challenge. This study used a quasi-experimental design to determine if previous findings generalize to non simulation-based game designs. Researchers observed significant improvement in the overall population for math skills in the non-game CAI control condition, but not in the game-based experimental condition. The study found no meaningful, significant differences in language arts skills in any of the conditions. This finding has implications for the design of future learning games, suggesting that a simulation-based approach should be integrated into the gaming technology.
The increasing use of video games and virtual reality for education, as well as entertainment, warrants a method of assessing the degree to which these modalities of presentation may adversely affect the viewers. For adults, this tool currently exists in the Simulator Sickness Questionnaire (SSQ; Kennedy, Lane, Berbaum, & Lilienthal, 1993). However, for children, who are more exposed to these technologies and who are more prone to these adverse effects, there is no appropriate method of attaining this important information. Often, researchers will attempt to adapt some of the questions on the SSQ to fit their purposes; however this creates a completely unstandardized method of assessing the amount of simulator sickness experienced. This paper introduces a Child Simulator Sickness Questionnaire as a simple, short, standardized method of collecting simulator sickness symptom data for children.
Performance degradations in multitasking situations have been reported frequently as a predictable effect of competition that arises from different processing demands whose hemispheric locations are too proximal. This model might be useful in explaining performance deficits in complex workplaces. To test this assertion, a laboratory study was designed to create an analogue of the processing demands required by a tactical decision-making task performed by 24 right-handed men. Vocalization, dichotic listening and decision-making performance were assessed under single- and dual-task conditions. The results were consistent with the predictions from hemispheric competition in the case of dichotic listening but not with vocalization. The results are discussed in terms of their implications for both research and systems design.
There is some debate about the most effective and least controversial means of sex education in schools. In several states, state law does not require education about Sexually Transmitted Diseases and Human Immunodeficiency Virus Infection/Acquired Immunodeficiency Syndrome (STDs and HIV/AIDS.) There is also debate about the effect and pervasiveness of sexual situations in video games and its effect on the healthy sexual development of adolescents. This research therefore aims to try to solve these two problems and answer the following question: Is it possible to represent sex in a more realistic and educational way through a video game while teaching more medically accurate and necessary information? The completion of this study will be able to provide some insights on the feasibility and benefits of widespread implementation of serious video games for health education in the United States and also point to the necessity of future research into this topic. iii ACKNOWLEDGMENTS All my gratitude goes to my thesis committee, Dr. Euripides Montagne, Dr. Clint Alan Bowers and Dr. Mark Llewellyn, for guidance throughout the completion of my thesis. The success of this project would not have been possible without them or without the subject matter expertise of Anna V. Eskamani, Cristina Calandruccio, and Ali Akın Kurnaz, with whom I collaborated on the game and content design. iv
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