Lee, Luchini, Michael, Norris, & Soloway (2004) More than just fun and games: Assessing the value of educational video games in the classroom
The purpose of this article was to find whether educational video games could be integrated into a classroom in order to help both the teacher and the students. This article started by discussing the difficulties of introducing games into learning environments which includes having people see games as learning tools and not toys and also developing software that will have educational value. This article talked about the development of a game which was designed to help students become better at solving math problems. This game was then introduced into two classrooms, a total of 39 second graders, in which the teachers were free to incorporate the games however they wanted. One teacher used the game as a warm up activity and the other used it as a reward for students who completed their work early. The game was in the classrooms for nineteen days before the effects of the game were analyzed. After this the average amount of math problems solved per students was found and it showed that s