Wednesday, October 21
4:20-4:40 PM
Paniolo II

Engaging the NetGeneration Through the Use of Simulated Games in Both Traditional and E-Learning Settings

Brief Paper ID: 46405
  1. aaa
    Stephen Hammel
    Queensborough Community College
  2. aaa
    Nina Sarkar
    Queensborough Community College
  3. aaa
    Christina Manzo
    Queensborough Community College

Abstract: Today’s students are digital natives and have grown up with computer technology and video games. Their constant exposure to the Internet and other digital media shapes and influences how they receive, learn and process information. Games are no longer just for fun; they offer the potential for creating an engaged learning environment and may help to improve academic performance. While there is a general consensus that educational games are effective in enhancing student motivation and interest in the subject matter, the extent to which they help to improve student academic performance is less clear. There is a lack of systematic empirical study of the efficacy of this teaching methodology. We propose to study the effect of using an internet based stock market game simulation in our traditional and E-Learning classes on student’s academic performance, engagement.

No presider for this session.


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