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I'm here too

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significantly so

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like much larger

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larger sample size.

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Different types of games in different subjects.

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Surverys.

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Percentage of students on task

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anthropology style observations

personal journals on how they felt about their own learning

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Online Polls

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Have a questionaire given to students as they

make achievements during gameplay

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3

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2

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Larger sample

Longer experiment

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1

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I think that the most effective inquiry would be question 2. In a lot of ways question 1 is a moot point if there is no affirmitive answer to 2

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1

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1.

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How would we verify these data collection tools to ensure validity?

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How would you change the design of the inquiry?

For example, Gillespie uses a videogame in a remedial math class, in which they complete one mission which covered three curricular outcomes over the course of five days.

1. Prime Numbers

2. Even and Odd Patterns

3. Perfect Squares

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How can we effectively measure and track this question?

For example, surveys, questionnaires, examinations, case studies, journalling, anecdotal note taking etc.

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Lets start by determining which question we should ask, and why? Or if you have any other suggestions for questions please submit them.

1. Do educational, 3-D video games positively affect middle school student achievement in mathematics?

2. Do educational, 3-D video games positively affect middle school students’ attitudes toward mathematics?

3. Does gender interact to influence student achievement and attitude on playing educational, 3-D video games?