• Applying Malone’s Motivational Theory and Flow to a Study of Whether Playing Educational  Video Games Influences Motivation and Impacts Learning Outcomes in 5th Grade Mathematics

      Goodnough, Eric P (2012-12-01)
      The purpose of this paper is to explore the possibility that using video games as an educational tool will impact student motivation and learning outcomes for mathematics in a 5th grade classroom. It uses relevant literature and qualitative research to investigate if educational video games provide challenge, fantasy, curiosity, and control as a means of influencing intrinsic motivation, using Malone’s Motivational Theory as a theoretical framework. Additionally, it explores similarities between intrinsic motivation and the characteristics suggested for a game to achieve Flow. Flow is a theory based on the balance of player skill and level of challenge, and can be used as a means for measuring how fun a game is. Specifically, this study examines the gaming features available at the learning website Study Island and how they are implemented in a 5th grade elementary school classroom. By conducting semi-structured interviews with teachers who use the website regularly and using existing standardized test scores to evaluate learning outcomes, I compare the emerging themes from these discussions with the suggested results provided by previous literature on the subject. Based on these comparisons, I attempt to answer the following research question: Does playing educational video games influence motivation and impact learning outcomes in 5 th grade mathematics?
    • The Use of Multimedia Math Lessons to Establish a Learning Community

      Blenis, Joanne (2006-05-01)
      This case study illustrates the process by which one school district will implement multimedia lessons in the math classroom to establish a learning community. Key employees of the district were interviewed and students in grade six math classes were shown a lesson and then asked to answer a survey. The theories of Human-Centered Design and Constructivism were applied and characteristics of each were analyzed as they relate to the multimedia lessons.