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ERIC Number: EJ1210145
Record Type: Journal
Publication Date: 2013
Pages: 39
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-2474-4166
EISSN: N/A
The Effect of Second Life vs. Internet Technology in a Sixth Grade Reading Classroom
Alexander, Erica
Excellence in Education Journal, v2 n1 p80-118 Spr 2013
In America, there is a growing consensus that educational video games should be used in the classroom to meet the needs of 21st Century learners. According to the American Federation of Scientists (2006), students that "have grown up with digital technology and video games are especially poised to take advantage of the features of educational games" (p. 3). Because students are digital natives, educators must utilize technology in the classroom, especially computer games, to stimulate curriculum. This paper will focus on an action research study that I conducted in order to understand how Second Life can be used during sixth grade reading instruction. Research data was analyzed to determine whether or not the virtual game increased student self-efficacy and reading achievement. This was a pilot study; at the time of the investigation, there was a lack of literature in terms of the effectiveness of utilizing Second Life in sixth grade reading instruction to increase student self-efficacy and reading comprehension.
Excellence in Education Journal. e-mail: eejeditor@gmail.com; Web site: http://www.excellenceineducationjournal.org/
Publication Type: Journal Articles; Reports - Research; Tests/Questionnaires
Education Level: Elementary Education; Grade 6; Intermediate Grades; Middle Schools; Junior High Schools; Secondary Education
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Identifiers - Location: West Virginia
Grant or Contract Numbers: N/A