About: Educational software is a research topic. Over the lifetime, 2142 publications have been published within this topic receiving 25372 citations. The topic is also known as: courseware & education software.
TL;DR: A development process in creating a development platform for augmented reality games that draws from rapid prototyping, learner-centered software, and contemporary game design methodologies is described and an approach to designing educational software on emerging technology platforms is articulate.
Abstract: The form factors of handheld computers make them increasingly popular among K-12 educators. Although some compelling examples of educational software for handhelds exist, we believe that the potential of this platform are just being discovered. This paper reviews innovative applications for mobile computing for both education and entertainment purposes, and then proposes a framework for approaching handheld applications we call “augmented reality educational gaming.” We then describe our development process in creating a development platform for augmented reality games that draws from rapid prototyping, learner-centered software, and contemporary game design methodologies. We provide a narrative case study of our development activities spread across five case studies with classrooms, and provide a design narrative explaining this development process and articulate an approach to designing educational software on emerging technology platforms. Pedagogical, design, and technical conclusions and implications are discussed.
TL;DR: Two studies assessed the concept of intrinsic integration as a way of creating a more productive relationship between educational games and their learning content by designing and evaluating an educational game called Zombie Division to teach mathematics to 7- to 11-year-olds.
Abstract: The concept of intrinsic motivation lies at the heart of the user engagement created by digital games. Yet despite this, educational software has traditionally attempted to harness games as extrinsic motivation by using them as a sugar coating for learning content. This article tests the concept of intrinsic integration as a way of creating a more productive relationship between educational games and their learning content. Two studies assessed this approach by designing and evaluating an educational game called Zombie Division to teach mathematics to 7- to 11-year-olds. Study 1 examined the learning gains of 58 children who played either the intrinsic, extrinsic, or control variants of Zombie Division for 2 hr, supported by their classroom teacher. Study 2 compared time on task for the intrinsic and extrinsic variants of the game when 16 children had free choice of which game to play. The results showed that children learned more from the intrinsic version of the game under fixed time limits and spent 7 ...
TL;DR: The results of the evaluation show that educational virtual reality games can be very motivating while retaining or even improving the educational effects on students.
Abstract: Computer games are very popular among children and adolescents. In this respect, they could be exploited by educational software designers to render educational software more attractive and motivating. However, it remains to be explored what the educational scope of educational software games is. In this paper, we explore several issues concerning the educational effectiveness, appeal and scope of educational software games through an evaluation study of an Intelligent Tutoring System (ITS) that operates as a virtual reality educational game. The results of the evaluation show that educational virtual reality games can be very motivating while retaining or even improving the educational effects on students. Moreover, one important finding of the study was that the educational effectiveness of the game was particularly high for students who used to have poor performance in the domain taught prior to their learning experience with the game.
TL;DR: Eight conditions that facilitate the adoption, implementation, and institutionalization of educational technology innovations are described and applications to the transfer of portable software are suggested.
Abstract: Eight conditions that facilitate the adoption, implementation, and institutionalization of educational technology innovations are described and applications to the transfer of portable software are suggested. The conditions: dissatisfaction with the status quo, knowledge and skills, resources, time, rewards, participation, commitment, and leadership. Potential outcomes for using the conditions to review the likely level of portability of an educational software product in terms of its implementation in local sites are suggested.
TL;DR: In a Logo‐based learning environment in a Boston inner‐city public school, a fourth‐grade class was engaged during one semester in the design and production of educational software to teach fractions, revealing greater mastery of both Logo and fractions as well as acquisition of greater metacognitive skills by the experimental class than by either control class.
Abstract: This article describes a learning research called the Instructional Software Design Project (ISDP), and offers a Constructionist vision of the use of computers in education. In a Logo‐based learning environment in a Boston inner‐city public school, a fourth‐grade class was engaged during one semester in the design and production of educational software to teach fractions. Quantitative and qualitative research techniques were used to assess their learning of mathematics, programming, and design, and their performance was compared with that of two control classes. All three classes followed the regular mathematics curriculum, including a two‐month unit on fractions. Pre‐ and post‐tests were administered to the experimental and control groups. The evaluation revealed greater mastery of both Logo and fractions as well as acquisition of greater metacognitive skills by the experimental class than by either control class. Selected results from several case studies, as well as an overall evaluation are p...