Document Type
Graduate Project
Date of Degree Completion
2008
Degree Name
Master of Education (MEd)
Department
Education
Committee Chair
Steven Nourse
Second Committee Member
David Shorr
Third Committee Member
Alberta Thyfault
Abstract
Educators of all age groups-whether they be elementary, secondary, or postsecondary- have long recognized and known that there is a strong connection between student engagement in the learning process and student success. Given the environment in which we teach in today, with its growing diversity, larger class sizes, increased focus on high-stakes testing, and ever- expanding poverty levels, it is essential that teachers incorporate new teaching techniques into their classrooms as a tool for better engaging students in their own learning. To that end, this paper reviews the purported benefits of educational games in the classroom setting as a tool for increasing student interest and motivation in the learning process. It also discusses the process and results of creating an original game designed to test the idea that games can increase learning effectiveness. Through the use of that game, Knighthood: A Quest, I discovered that a well designed game can be utilized to motivate students to actively participate in the learning process, and that such games are valid replacement options for traditional "skill and drill" exercises used for review of information.
Recommended Citation
Hoyt, Shonda R., "Educational Games Increase Learning Effectiveness: A Case Study" (2008). All Graduate Projects. 143.
https://digitalcommons.cwu.edu/graduate_projects/143