KAM VII Case Study
Video game-based
learning can potentially impact learning in higher education in positive
ways. This research tests whether adding a simulation game to a college
level economics course improved student understanding and application of
concepts, as measured by a standardized test. Significant elements included
game participation, with a substantial improvement in test scores for all
students playing the video game Zapitalism. Female students posted greatest
improvements through participation in the game. Outcomes of this research
highlight the need for incorporation of experiential learning activities
such as game-based learning activities into college economic curricula, and
address ways to facilitate such incorporation given positive and negative
change forces in the typical higher education environment. |