Date of Award


Document Type


Degree Name


Organizational Unit

Morgridge College of Education

First Advisor

Kent Seidel, Ph.D.

Second Advisor

Linda Brookhart

Third Advisor

Mary Stansbury


Video games, Educational games, Student attitudes, Math achievement


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


Received from ProQuest

File Format




File Size

97 p.


Educational technology, Educational administration