This article reports findings on a study of educational computer games used within various classroom situations. Employing an across-stage, mixed method model, the study examined whether educational computer games, in comparison to traditional paperand-pencil drills, would be more effective in facilitating comprehensive math learning outcomes, and whether alternative classroom goal structures would enhance or reduce the effects of computer games. The findings indicated that computer games, compared with paper-and-pencil drills, were significantly more effective in promoting learning motivation but not significantly different in facilitating cognitive math test performance and metacognitive awareness. Additionally, this study established that alternative classroom goal structures mediated the effects of computer games on mathematical learning outcomes. Cooperative goal structure, as opposed to competitive and individualistic structures, significantly enhanced the effects of computer games on attitudes toward math learning.Keywords Instructional gaming Á Media in education Á Classroom goal structures For more than two decades, educationalists have discussed the potential that exists for the application of computer games to learning (e.g.spite of a growing body of literature highlighting the educational potential of computer games, this enthusiasm is tempered by the recognition that the empirical evidence does not clearly establish improved learning outcomes for game-based activities. Major reviews on instructional computer games (Dempsey et al.well-specified and implemented in-situ research that examines what happens in real contexts over time (Fletcher and Tobias 2006).Another common skepticism expressed about using computer games for learning lies in the lack of empirically-grounded methods of integrating computer games into classroom and lesson time. The majority of games and learning research has been concerned with learning conceptually that does not demand knowledge of subject area, hence lack connection to curriculum in school (Egenfeldt-Nielsen 2005, Unpublished doctoral dissertation). The research question remains to be studied empirically: When and how will computer games facilitate purposeful learning in school? Miller et al. (1999) and Papert (1998) suggested that the investigation into computer games for learning should focus on how games can be carefully aligned with sound pedagogical strategies to be beneficial. Kaptelinin and Cole (2002) further argued that learning outcomes achieved through educational games depend largely on the external instructional activities context that structures the way students use and interact with computer games. However, research on game-based pedagogy is especially sparse. Research on the use of computer games within different classroom goal structurescooperative, competitive, or individualistic goal structure (Johnson and Johnson 1996) is needed and would be valuable to educationalists.
Classroom goal structures and computer games applicationClassroom goal structure i...