Dana E M Seag, Paige E Cervantes, Iriane Narcisse, Ethan Wiener, Ee Tein Tay, Katrina Knapp, Sarah McCue Horwitz
Implementation Barriers Encountered During a Universal Suicide Screening Program in Pediatric Emergency Departments
Pediatric emergency care
main objective study evaluate effects introduction educational videogames classroom learning motivation classroom dynamics effects studied using sample 1274 students economically disadvantaged schools chile videogames specifically designed address educational goals first second years school basic mathematics reading comprehension sample divided experimental groups eg internal control groups ic external control groups ec students eg groups used experimental video games average 30 h 3month period evaluated acquisition reading comprehension spelling mathematical skills motivation use video games teachers expectations change due use video games technological transfer handling classroom dynamics assessed ad hoc tests classroom observations results show significant differences eg ic groups relation ec group math reading comprehension spelling significant differences aspects found eg ic groups teacher reports classroom observations confirm improvement motivation learn positive technological transfer experimental tool although studies regarding effects learning videogame use imperative positive effects motivation classroom dynamics indicate introduction educational video games useful tool promoting learning within classroom