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Contributing factors to digital game efficacy for learning among children and early adolescents

Sat, March 25, 11:45am to 1:15pm, Salt Palace Convention Center, Floor: 1, Grand Ballroom F

Session Type: Paper Symposium

Abstract

Digital game play has become increasingly integrated within children’s and early adolescents’ formal education (Flynn et al., 2021). For example, in 2018, 47% of 1208 kindergarten through twelfth grade teachers reported having used digital games in their classrooms. This incorporation has further enhanced interest in the individual difference factors (goals for game play; Nietfeld, 2020) and game features (e.g., interactivity, Ricker & Richert, 2018) that contribute to the efficacy of digital games as instructional tools. Efficacy, in this context, refers to the transfer of learning and cognitive skills from digital game play to more traditional academic tasks. To date, evidence of transfer of learning remains elusive among the children and early adolescents (Blumberg et al., 2019) despite findings showing linkages between their digital game play and enhanced executive functioning (Flynn, et al. 2014), spatial reasoning (Uttal, et al., 2013), metacognition (Ricker & Richert, 2021), and problem-solving (Sun, Chou, Yu, 2022).
This symposium shares new work that shows how individual difference factors among children and early adolescent students and features of the games they are asked to play may impact their learning, and transfer of learning across diverse learning settings. Specifically, presenters will consider how children goals for learning a game (e.g., have fun, reflect on one’s learning) affect their negotiation of their gameplay, how the affordances of a popular game can be adapted for the learning of STEM content, and how features of commercial games afford types of play that support the development of different aspects of children’s wellbeing.

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