Conclusions
Different from previous studies that examined computer-based video games, this study was developed to investigate the effects of computer-based video games on the cognition of elementary-level students. Based on the aforementioned findings and the limitations of this study, the following conclusions may be drawn.
First, computer-based video games were applied to cognitive improvement. The results from this study provided experimental evidence to support that the use of computer-based video games can facilitate students’ cognitive learning process. Few prior research studies dealing with computer-based video games explored the idea of learning.
In fact, computer-based video games have often been criticized for reproducing violent action or behavioral aberration in most previous research reports. As this new form of technology has been treated as an entertainment device with negative influences on children, this study was attempted to restore computer-based video games to its
original value: multifunction interactive media. In addition, given this approach, a different character emerges by suggesting multimedia’s functionality and instructional capability should be considered equally with CAI programs.
Second, of great theoretical and practical importance, children’s development and learning could benefit from play. Even without the emphatic educational intention such as CAI programs, children can still improve their cognition through playing computer and video games. Kids’ play with computer games exemplifies forms of knowing and being in the world that are irreducibly and simultaneously social, technical, material, and symbolic (Mizuko, 1997).
According to the findings of the study, future research should continue to investigate the impact of computer-based video games along with different instructional strategies on varied children’s learning achievements, such as facts, concepts, comprehension, problem-solving, or critical-thinking skills. Additionally, future studies should consider human factors in a gaming environment, such as learners’ individual differences, learning styles, preferences in learning visual/audio materials, field dependence/independence, etc. Many of the independent variables associated
with the study of human-computer interaction should be taken into account in the design of computer-based video games.
While computer-based video games may be manipulated to positively influence children’s learning, particular attention must be given to guidelines derived from game design and experimental methodology, as well as to learner 10 characteristics and learning styles. Only by initiating a systematic program of investigation where independent variables are judiciously manipulated to determine their relative effectiveness and efficiency of facilitating specifically designated learning objectives will the true potential inherent in game design for learning be realized.