Journal of Information Systems Education (JISE)

Volume 12

Volume 12 Number 2, Pages 109-116

Summer 2001


The Effectiveness of Computer-Based "Game Show" Formats in Survey Courses: A Quasi-Experiment


Alan A. Brandyberry
Kent State University
Kent, OH 44242, USA

J. Harold Pardue
University of South Alabama
Mobile, AL 36688, USA

Abstract: The confluence of computers and integrated projection systems in the classroom has opened new avenues for course content delivery in an active learning format. This paper first discusses the concepts of active learning and play in a pedagogical context. Next, the implementation and subjective results of a generic computer-based game show for delivering course content in introductory survey courses is presented. This paper then describes the employed methodology and statistically tests certain aspects of the course related to the effectiveness of this implementation. The results of this quasi-experiment using five sections of an upper-division MIS (Management Information Systems) survey course spanning three academic terms strongly support the research hypotheses that the game show format increases student learning and improves student perceptions of the overall quality of the course. The implications of this research for educators are discussed. The game show application was developed by the authors and is available for download as freeware.

Keywords: Classroom technology, Course content delivery, Computer-based, Game show, Survey course, Play, Education

Download this article: JISE - Volume 12 Number 2, Page 109.pdf


Recommended Citation: Brandyberry, A. A. & Pardue, J. H. (2001). The Effectiveness of Computer-Based "Game Show" Formats in Survey Courses: A Quasi-Experiment. Journal of Information Systems Education, 12(2), 109-116.