Financial incentives for college students. Do students who play virtual-reality educational software games perform better in school? If so, software designers will use this information to create more attractive and motivating educational software. In a study published in Educational Technology & Society (April 2005), a class of 90 elementary schoolchildren were randomly divided into two groups of 45. One group used a virtual-reality game called VR-ENGAGE to learn about geography. The other group learned geography on the computer with a simple user interface. All students were given an exam at the beginning and the end of the learning period. The difference in test scores was used to find the percentage improvement in scores for each student. The following table summarizes the results for the two groups.
a. Visually inspect the summary results. Does it appear that the mean improvement in scores for the virtualreality group is greater than the mean for the simple user interface group?
b. Conduct an analysis (either a confidence interval or a test of hypothesis) at α = .05 to support your observation in part a.
Assessment Class Notes week of 3/7/17 Learning is a permanent change for what is happening in an individual’s brain “Relatively permanent changes in behavior, skills, knowledge, or attitudes resulting from identifiable Psychological or Social Experiences > Curriculum, readiness, sequencing, transfer readiness is prior knowledge sequencing is how you lay out the curriculum transfer is using what you learn for a different purpose Approaches To Studying Learning Behaviorism: focuses on changes in individual’s behaviors very useful for identifying relations between actions by a student and immediate precursors and consequences of these actions= changing the behaviors that we see in student > Classical Conditioning