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Thursday, September 28, 2006
Game Designs that Enhance Motivation and Learning for Teenagers Laura Batson & Susan Feinberg, EJITE
Educational computer games, also known as e-learning games, are slowly becoming a part of the curriculum in secondary education. As e-learning games evolve, learning theory has not always been consciously applied. In the development of a credit card game for high school students, Gardner’s multiple intelligence learning theory is consciously applied. When game-play proceeds through these broad areas of multiple intelligences, learners have more places to look for information and maintain engagement in the game. To determine motivation and attitude of users who played the credit card game, a survey is given. Results showed that the majority of students were motivated to play the game and felt it was a positive learning experience. Overall, it is becoming more and more important to supplement traditional education with e-learning games that engage and motivate students.
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