Date of Award
6-1-2010
Document Type
Dissertation
Degree Name
Ph.D.
Organizational Unit
Morgridge College of Education
First Advisor
Kent Seidel, Ph.D.
Second Advisor
Linda Brookhart
Third Advisor
Mary Stansbury
Keywords
Video games, Educational games, Student attitudes, Math achievement
Abstract
One of the biggest innovations of the last century has been the invention of the video game. Video games are an extremely popular form of entertainment today. While some question the use of video games in education, others argue that video games are one innovation that if introduced into the classroom, might change how teachers effectively engage learners. This quantitative study examined the impact of Brain Age 2 for the Nintendo DS on seventh grade achievement in math and on student attitude towards school. A sample of eighty seventh graders from the same school played the Nintendo DS daily for fifteen minutes over nine weeks. No significant difference was found in math achievement after using the game. Achievement in mathematics was analyzed with a paired t-test. Student attitude was measured using a survey and analyzed using nonparametric statistics. On the survey, students who played the Nintendo DS daily reported a more positive attitude towards their teachers, classes, and school than those that did not play the Nintendo DS.
Publication Statement
Copyright is held by the author. User is responsible for all copyright compliance.
Rights Holder
Adam Gelman
Provenance
Received from ProQuest
File Format
application/pdf
Language
en
File Size
97 p.
Recommended Citation
Gelman, Adam, "Mario Math with Millennials: The Impact of Playing the Nintendo DS on Student Achievement" (2010). Electronic Theses and Dissertations. 237.
https://digitalcommons.du.edu/etd/237
Copyright date
2010
Discipline
Educational technology, Educational administration