A Descriptive Case Study of Meaningful Online Learning Experiences in the 3D Virtual Game “Quest Atlantis”

Date
2013-10-02
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Abstract
In this case study, the relationship between middle school student engagement, motivation and development of 21st century competencies through a 3D virtual online digital game “Quest Atlantis” was examined. Data collection included surveys, focus groups interviews, and classroom observations. Participants were 12 to 13 years old grade 7 students and their classroom teacher. This research found that seventh grade students were motivated, were engaged and displayed 21st century competencies during game play in the Quest Atlantis environment. Quest Atlantis provided students with an interactive, technology enabled learning environment in which to engage with Mathematics concepts of statistics that was facilitated by the teacher who provided support and guidance. No significant gender differences in terms of performance in statistics were found. Findings from this study can enrich our understanding about the use of digital game based learning for learning Mathematics in schools.
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Technology
Citation
Louis, R. (2013). A Descriptive Case Study of Meaningful Online Learning Experiences in the 3D Virtual Game “Quest Atlantis” (Master's thesis, University of Calgary, Calgary, Canada). Retrieved from https://prism.ucalgary.ca. doi:10.11575/PRISM/24708