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
dc.contributor.author | Goodnough, Eric P | |
dc.date.accessioned | 2015-10-19T19:48:30Z | |
dc.date.accessioned | 2020-06-22T14:33:26Z | |
dc.date.available | 2015-10-19T19:48:30Z | |
dc.date.available | 2020-06-22T14:33:26Z | |
dc.date.issued | 2012-12-01 | |
dc.identifier.uri | http://hdl.handle.net/20.500.12648/920 | |
dc.description.abstract | 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? | en_US |
dc.description.sponsorship | Dr. Russell Kahn,Adviser ; Dr. Ibrahim Yucel , Second Reader | en_US |
dc.language.iso | en_US | en_US |
dc.subject | video games | en_US |
dc.subject | education | en_US |
dc.subject | technology | en_US |
dc.subject | motivation | en_US |
dc.subject | math | en_US |
dc.subject | elementary | en_US |
dc.subject | K-12 education | en_US |
dc.title | 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 | en_US |
dc.type | Thesis | en_US |
refterms.dateFOA | 2020-06-22T14:33:26Z | |
dc.description.institution | SUNY Polytechnic Institute |