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Method for Improving the Perception of Reality and Understanding of the Population Problem in the College Classroom: A Simulation Game

Description: The purpose of this study is the development of an educational simulation game for use in college classes. The simulation game is based on selected aspects of the population problem. The panel approved or rejected objectives on the basis of their significance as goals for college students. Twelve objectives were approved by a majority of the panel. Upon completion of the exercise, students should be able to compute population increases, to predict population sizes, and to identify birth and death rates that cause a population to increase, decrease, or remain stable. Students should also be able to describe how the following factors affect population size: cultural and religious beliefs, pressure for economic growth, investments of capital, and financial losses. Students should understand the problems of governing a country with a rapidly growing population as compared to problems in governing a country with slower population growth, and they should recognize how rapid population growth can affect the quality of life. Students should recognize decreased birth rates, increased death rates, and increased economic production as possible solutions to the population problem. Finally, students should personalize the population problem and make commitments in seeking and participating in its solutions.
Date: August 1972
Creator: Connor, Thomas Dwight
Partner: UNT Libraries

A Comparison of Two Methods of Teaching Life Career Planning to Junior High School Students

Description: The problem of this study was a comparison of two methods of teaching life career planning to junior high school students. In this study, the experimental group was taught by means of the Life Career game, and the control group was taught by a teacher-directed technique using more traditional methods and materials.
Date: August 1971
Creator: Joyce, John F.
Partner: UNT Libraries

Systems Implementation: a Gaming Approach

Description: The research objective is to demonstrate that a game-implementation process can serve as a means of solving some key implementation problems and for integrating the components associated with developing a quantitative based system. Thus, the study has the following objectives: 1. To demonstrate by means of a case study example that gaming can be successfully employed as a systems implementation tool. 2. To identify a game-implementation approach which would be useful in developing and implementing a quantitative based system.
Date: May 1972
Creator: Davis, Kenneth Roscoe
Partner: UNT Libraries

The Role of Simulation in the Teaching of Interpersonal Communication: a Descriptive Case Study

Description: This investigation opened with justification of the association of simulation and rhetoric found in the works of Bitzer, Bryant, Burke, and Nichols. It then focused on some advantages that association provides in the classroom: provides learning experiences for diverse groups, applies to problem solving, gives variety to lecture approach, develops social behavior, and increases awareness of alternatives. A list of simulation procedures was provided for specific rhetorical principles: cooperation/competition; decision making; reasoning; recall; perspective; negotiation; and goal setting. Existing, modified, and original games were included. Simulation with a college Interpersonal Communication class provided two case studies. Procedures, results, and evaluative feedback described degrees of effectiveness, and future application and research were also provided.
Date: December 1975
Creator: Love, Nancy Lorene
Partner: UNT Libraries

Enhanced learning performance in the middle school classroom through increased student motivation, by the use of educational software and question-based gaming technology.

Description: The purpose of this research was to determine if the introduction of a competitive and collaborative computer-based gaming software system into middle school classrooms would result in improved attendance and grades, and motivate students to have a greater interest in their studies. This study was conducted over a 6 week period, with attendance and performance data being collected from 284 students. Two quantitative surveys were used to measure course interest and motivation: (a) the Course Interest Survey (CIS), and (b) the Instructional Materials Motivation Survey (IMMS). Participation in these surveys consisted of 84 students taking the CIS and 40 students taking the IMMS. The results indicated that the experimental group showed statistically better scores than the comparison group in attendance and performance. Students participating in the experimental group had significantly lower mean ranks of absenteeism compared to students in the comparison group. Results also revealed significant differences on grades. Students that were in the experimental group had significantly higher grades compared to students that were in the comparison group. Results of the CIS suggest that a statistically significant difference does not exist on Attention, Relevance, Confidence, and Satisfaction between the experimental and comparison groups. Results of the means and standard deviations for the IMMS Motivation Scores fell somewhere between Moderately true and Mostly true. This research study suggests that student's attendance and performance can be improved when quiz based gaming software that is both collaborative and competitive is used regularly in the classroom. However, for student's that participated in the gaming software, their interest in studying the subject doesn't appear to be significantly different from students that did not participate.
Date: December 2006
Creator: Dorr, David L.
Partner: UNT Libraries

The Global Village Playground: A qualitative case study of designing an ARG as a capstone learning experience.

Description: The Global Village Playground (GVP) was a capstone learning experience designed to address institutional assessment needs while providing an integrated, contextualized, and authentic learning experience for students. In the GVP, students work on simulated and real-world problems as a design team tasked with developing an alternate reality game that makes an impact on the United Nations Millennium Development Goals. The purpose of this study was to evaluate the effectiveness of the design of the GVP as a capstone experience. The research design follows a qualitative case study approach to gather and analyze data collected from the instructors and students participating in the pilot implementation of the GVP. Results of the study show predominantly favorable reactions to various aspects of the course and its design. Students reported to have learned the most through interactions with peers and through applying and integrating knowledge in developing the alternate reality game that was the central problem scenario for the course. What students demonstrated to have learned included knowledge construction, social responsibility, open-mindedness, big picture thinking, and an understanding of their relationship to the larger society and world in which they live. Challenges that resulted from the design included the amount of necessary to build consensus and then develop an overarching game concept, the tension between guided and directed instruction, and the need to foster greater interdependence among students while encouraging them to become more self-directed.
Date: May 2009
Creator: Dondlinger, Mary Jo
Partner: UNT Libraries

Using Myers-Briggs Personality Type Indicators to Predict High School Student Performance in an Educational Video Game

Description: Educational video games have proven a useful tool for educators, offering experiential pedagogy in a variety of fields. Predicting the success of a video game in engaging students and motivating them to work with relevant material is problematic. One approach was attempted through administering the Myers-Briggs Personality Type Indicator to 42 high school students and observing subsequent voluntary performance on a popular mathematics video game throughout one semester. Game dynamics matching certain personality elements of the students generally correlated between learning preferences in the classroom and in the online gaming environment. Students who enjoyed group dynamics in classroom settings likewise indicated enthusiasm for the group dynamics in game play. Those students preferring structured learning environments may prefer less open ended virtual learning gaming environments. Since the game incorporated multiple choice questions and rewarded correct choices made quickly, those students with personality styles in which questions are carefully considered before answering suffered in points scored compared to those used to making fast intuitive choices in exam settings. Additional studies, including those with larger populations and different types of video games, are needed for more definite conclusions.
Date: December 2014
Creator: Rice, John W., 1967-
Partner: UNT Libraries

Using Diffusion of Innovations to Explore Digital Gaming in Undergraduate Library Instruction

Description: Digital games and simulations are receiving considerable notice within the Library and Information Science (LIS) community. This study adds to the depth of knowledge in this area by providing research on the likelihood a hypothetical digital game delivery method for library instruction achieves sufficient adoption to justify its development. Furthermore, this knowledge will assist decision making processes for individuals debating the current or potential role of digital gaming at their institutions. In this mixed methods study, over 300 undergraduates were surveyed about their technology preferences, including digital gaming, for delivery of two forms of academic library instruction. The two forms of library instruction were (a) providing users with spatial information on physical library layout, and (b) educating users on information literacy topics and skills. Observational data was collected during the survey sessions, occurring at face-to-face library instruction sessions. Self-selected survey participants were also interviewed to further probe their survey responses. Rogers' Diffusion of Innovations was the theoretical foundation to this research. The primary innovation of study was the digital game delivery method. Detailed analysis of the survey-based data set included three nonparametric scaling methods: 1) rank-sum scaling; 2) circular triad analysis; and 3) multidimensional preference mapping. Content analysis of the observations and semi-structured interviews also occurred. Major outcomes were 1) the digital game delivery method achieved mediocre preference across both questions; 2) the audiovisual delivery method received the highest overall preference ranking; and 3) overall preference for the audio-only delivery method was remarkably low. The most important theme across the observational data was the participants' waning attention during the face-to-face library instruction sessions. The most important outcome from the semi-structured interviews was interviewees' stated appreciation for useful technologies. Over 95% of participants were so-called digital natives, that is, born post-1980. Rogers' assertion that age plays a minor role in predicting ...
Date: August 2009
Creator: Robertson, Michael James
Partner: UNT Libraries

[News Clip: 25 hr. clock]

Description: Video footage from the KXAS-TV/NBC station in Fort Worth, Texas, to accompany a news story. This story aired at 6 P.M.
Date: April 16, 1990
Creator: KXAS-TV (Television station : Fort Worth, Tex.)
Partner: UNT Libraries Special Collections