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dc.contributor.authorNand, Kalpana
dc.contributor.authorBaghaei, Nilufar
dc.contributor.authorCasey, John
dc.date.accessioned2015-08-13T23:33:24Z
dc.date.available2015-08-13T23:33:24Z
dc.date.issued2014
dc.identifier.urihttps://hdl.handle.net/10652/2977
dc.description.abstractThe use of computer games as common vehicles for education, as opposed to pure entertainment, has gained immense popularity in recent years. In our earlier work, we investigated the appealing characteristics of engaging computer games for children and designed an educational tool based on those characteristics. In this paper, we present the results of a study conducted with 120 primary school children, in which two versions of our proposed educational tool (features enriched vs feature devoid) were used for four weeks to teach primary school curriculum areas of Numeracy and Te Reo Maori language. The effectiveness of the educational tool was measured using a pre-test and a post-test, as well as other indicators such as subjective analysis, the frequency and duration of time on playing the game. We found that the features enriched game enhanced children’s learning in both Numeracy and Te Reo curriculum areas more than the feature devoid version. In the case of Numeracy, the increase in scores was twice as much as the feature devoid version and in the case of Te Reo it was five times as much. Finally, the results of the subjective analysis showed that the feature enriched game was more popular with children – the test group indicated that they enjoyed playing the game more than the participants in the control group and are more likely to recommend it to their friends. The results also showed that the sound effects, the visual effects, the level of challenges in the game and the feedback messages contributed more to their engagement.en_NZ
dc.language.isoenen_NZ
dc.publisherInternational Conference on Computers in Educationen_NZ
dc.relation.urihttp://icce2014.jaist.ac.jp/icce2014/en_NZ
dc.subjectgamificationen_NZ
dc.subjectlearningen_NZ
dc.subjectgamesen_NZ
dc.subjectliteracyen_NZ
dc.subjectnumeracyen_NZ
dc.subjectengagementen_NZ
dc.subjectchildrenen_NZ
dc.subjectMāori languageen_NZ
dc.titleEnhancing Children's Numeracy & Te Reo Skills using Computer Gamesen_NZ
dc.typeConference Contribution - Paper in Published Proceedingsen_NZ
dc.rights.holderInternational Conference on Computers in Educationen_NZ
dc.subject.marsden130306 Educational Technology and Computingen_NZ
dc.subject.marsden130208 Mathematics and Numeracy Curriculum and Pedagogyen_NZ
dc.subject.marsden130206 Kōhanga Reo (Māori Language Curriculum and Pedagogy)en_NZ
dc.subject.marsden130105 Primary Education (excl. Māori)en_NZ
dc.identifier.bibliographicCitationNand, K., Baghaei, N., and Casey, J. (2014). Enhancing Children's Numeracy & Te Reo Skills using Computer Games. Proceedings of 22nd International Conference on Computers in Education (ICCE)(Ed.), Nara, Japan. 30 November - 4 December, 2014. (pp.647-652)en_NZ
unitec.institutionMission Heights Primary School (Manukau, New Zealand)en_NZ
unitec.institutionUnitec Institute of Technologyen_NZ
unitec.publication.spage647en_NZ
unitec.publication.lpage652en_NZ
unitec.publication.titleProceedings of 22nd International Conference on Computers in Education (ICCE)en_NZ
unitec.conference.title22nd International Conference on Computers in Education (ICCE)en_NZ
unitec.conference.orgInternational Conference on Computers in Educationen_NZ
unitec.conference.locationNara, Japanen_NZ
unitec.conference.sdate2014-11-30
unitec.conference.edate2014-12-04
unitec.peerreviewedyesen_NZ
unitec.identifier.roms56602en_NZ
unitec.identifier.roms56439
dc.subject.tukutukuReo Māorimi_NZ
dc.subject.tukutukuKura tuatahimi_NZ


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