Mars Escape: Increasing Self-Efficacy and Self-Regulating Behaviors of Low-Income Youth Through Game-Play

dc.contributor.author Giscombe, Madeline
dc.contributor.instructor Fulford, Catherine
dc.date.accessioned 2015-05-08T20:51:01Z
dc.date.available 2015-05-08T20:51:01Z
dc.date.issued 2015-05-08
dc.description.abstract The poverty cycle in the United States is continued by the lack of academic achievement of low-income students. This paper describes the design, development, implementation and evaluation of a game-based learning module aimed at increasing academic achievement among low-income youth. Research shows that self-efficacy, or one’s belief in his or her ability to complete tasks and reach goals, and self-regulating behaviors, or the methods we employ to monitor our progress towards our goals, have a profound impact on academic achievement. The purpose of this project was to increase both self-efficacy and self-regulating behaviors through a fun and engaging environment. The target audience of the project was low-income 3rd-5th graders. The game was implemented in two afterschool programs that serve low-income youth in Baton Rouge, LA.
dc.format.extent 17
dc.identifier.uri http://hdl.handle.net/10125/35951
dc.language.iso en-US
dc.subject at-risk
dc.subject youth
dc.subject game-based learning
dc.subject low-income
dc.title Mars Escape: Increasing Self-Efficacy and Self-Regulating Behaviors of Low-Income Youth Through Game-Play
dc.type Master's Project
dc.type.dcmi Text
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