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Enhancing Intelligence, English and Math Competencies in the Classroom via e@Leader Integrated Online Edutainment Gaming and Assessment

Enhancing Intelligence, English and Math Competencies in the Classroom via e@Leader Integrated Online Edutainment Gaming and Assessment
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Author(s): Anthony R. Dickinson (Academic Research Laboratory, People Impact International Inc, Hong Kong)and Diane Hui (The University of Hong Kong, Hong Kong)
Copyright: 2010
Pages: 21
Source title: Cases on Collaboration in Virtual Learning Environments: Processes and Interactions
Source Author(s)/Editor(s): Donna Russell (University of Missouri at Kansas City, USA)
DOI: 10.4018/978-1-60566-878-9.ch017

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Abstract

Whether online edutainment gaming can enhance intelligence, student learning, or scholastic performance remains hotly debated in education research circles. In response to this academic issue, and in order to address a number of educational policy questions asked of the authors by several government organisations, the authors have developed the online e@Leader edutainment gaming platform as a solution. Their e@Leader program is the first comprehensive ‘learning by gaming’ system to also be designed according to the findings of advanced machine learning and cognitive developmental neuroscience research. In 2008, the first empirical evidence was generated with its use, and together with its built-in assessment system, integrated into the school curriculum. Beyond this existence proof of concept, and practical program application for educational use, results of beta-testing with the e@Leader system across primary schools in two countries support the claim for tutored online educational gaming in enhancing intelligence, active student learning, and scholastic performances in English and math.

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