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Article
Secondary Students, Laptops and Game Design: Examining the Potential of Homemade PowerPoint Games in a Blended Learning Environment
Education Faculty Publications
  • Michael Barbour, Sacred Heart University
  • Jim Kinsella
  • Lloyd P. Rieber, University of Georgia
Document Type
Article
Publication Date
10-1-2011
Abstract

The integration of technology into K-12 classrooms has long been hampered by the problem of scalability. Familiar software programs, such as MS PowerPoint, can be used as a tool for students to create educational games to deepen their understanding of content. In this article, the authors examine students in two secondary social studies classes that created homemade PowerPoint games as a way to review for their mid-term and final examinations. The authors compared student performance on these exams based upon the topics covered by their game design. While no significant differences in student outcomes were found, qualitative analyses indicate that students and the teacher reported that the activity enjoyable and wished to continue this project. The authors speculate the lack of statistical differences was due to the small sample size and plan to use the lessons from the first year as this research continues.

Comments

Originally published:

Barbour, M. K., Kinsella, J., & Rieber, L. P. "Secondary students, laptops and game design: Examining the potential of homemade PowerPoint games in a blended learning environment." Georgia Social Studies Journal, 1.2 (2011): 31-44.

Citation Information
Michael Barbour, Jim Kinsella and Lloyd P. Rieber. "Secondary Students, Laptops and Game Design: Examining the Potential of Homemade PowerPoint Games in a Blended Learning Environment" (2011)
Available at: http://works.bepress.com/michael_barbour/34/