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Ruhe Researchpaper
Ruhe Researchpaper
Lee Ruhe
Abstract
Objective: Discover if educational video games had an effect on summer learning loss in
students. Methods: Students (n=26) attending a Putnam County Young Men’s Christian
Association (YMCA) participated in the study and were randomly assigned to the experimental
or control group. The experimental group students participated in playing educational video
games for one hour, 5 days a week, for 5 weeks. The control group participated in non-academic
play during the same time frame. A 30-question pre-achievement test was taken before the study
was conducted, and an identical achievement test was taken at the end of the study. The
difference between pre and post achievement tests were calculated and analyzed for summer
learning loss. Results: There was a significant decrease in achievement test differences in the
experimental group when compared to the control group. Conclusion: The students who played
educational video games have significantly less summer learning when compared to those did
not during the summer months; t(24)= -7.77, p< 0.0001, one-tailed.
Running Head: VIDEO GAMES AND SUMMER LEARNING LOSS 3
Introduction
Comparisons of the lives of students between the school year and during the summer
months raise questions of “how is the best way to positively influence a child’s academic
development?” During the school year, children stay active in their academic development by
attending school and practicing their knowledge at home, while during the summer months,
children tend to remain at home relaxing. This creates a problem that teachers face year after
year where without on-going practice during the summer months, how are students able to retain
information long-term to prevent spending weeks re-teaching the following school year? This
summer learning loss phenomenon has been investigated and shown that summer vacation
breaks a learning rhythm which can lead to forgetting and ultimately require significant amount
of time to review old material (Cooper, Nye, Carlton, Lindsay, & Greathouse, 1996). Cooper et
al. (1996) determined that summer learning loss amounted to about one month of schooling lost.
Additional studies concluded that since reading is practiced both at home and in school while
mathematics and spelling are mostly practiced in formal school settings, this results in
arithmetic problem solving and writing achievements decreasing over the summer while
reaching achievement increases (Paechter, Luttenberger, Macher, Berding, Papousek, Ewiss, &
Fink 2015). Unfortunately, it seems no matter what strategy teachers implement, summer
With students being at home for the majority of summer vacation, they are exposed to
countless forms of technology such as smartphones, tablets, computers, and video gaming
consoles. Video games have shown promise in areas of education as they promote 21st century
skills such as problem solving, critical thinking, communication, as well as subject specialties
like historical accuracies. There have been studies done already about incorporating modern
Running Head: VIDEO GAMES AND SUMMER LEARNING LOSS 4
video games like Assassin's Creed in the history classroom. This specific study found that the
inclusion of Assassin's Creed in the classroom resulted in 96% of the students enjoyed playing
the game and found it engaging way to learn history (Kartsenti & Parent, 2020). In Kartsenti
and Parent’s study, a vast majority of students learned about events like the French Revolution
as well as necessary terminology all from playing Assassin's Creed. This finding has shown that
video games have the ability to go beyond just entertainment value, but also have the ability to
Seeing these issues arise year after year in the high school science classroom, more
research needs to be done in finding out which type of educational activities can help slow down
or prevent summer learning loss. As not only a science teacher, but also as a summer camp
counselor, the focus of the work was to be on those children who enrolled and partake in
summer camp activities. This idea was used as the focus for this research study, and the effect
that video games already have in the classroom served as the basis of the research question in
measuring the effectiveness of video games on summer learning loss. This research is important
because this issue is ongoing with no end in sight. As more research is done regarding this
issue, we will discover more ways to foster and support student learning outside the classroom
which is important for all educators as the new school year begins.
Literature Review
Introduction
Summer learning loss can result from removing students from a 9-month routine of
practicing learned content for the three summer months of June, July, and August. This ten-
week long summer vacation results in teachers having to spend several weeks reviewing content
just to get them ready for the current year’s content (Kerry & Davies, 1998). Instead, the
Running Head: VIDEO GAMES AND SUMMER LEARNING LOSS 5
students who attend these schools that participate in summer vacation partake in using those
three months away from practicing content and instead spending time with friends and family,
relaxing, or even picking up hours at a job. However, there is one method that has been around
since the late 1950s which only recently have found promise in retaining learned content: video
games. These studies explore the effects of summer vacation on content knowledge as well as
how video games can combat this issue by addressing the digital skills video games can teach
players and also how video games are currently being used in the classroom as a new form of
For many years, plenty of research has been conducted to show summer learning loss
happening in students during a three-month summer vacation. Thirty-nine studies were reviewed
and found that one month’s worth of content learned in school is lost during this three-month
time, typically found in math and language arts skills (Cooper, Nye, Charlton, Lindsay, &
Greathouse, 1996). Additionally, this article found that skills like math and spelling, which
require students to consistently memorize and apply new skills, were subject to a greater loss
during the summer than other skills that were more conceptually based, like reading. The 2013
was to investigate changes in reading of elementary students from the ending of school year and
the beginning of the next. The study consisted of 317 students pulled from a first to fourth grade
reading in the spring and in the fall. The students were asked to read aloud 3 at level passages,
each passage was timed for 1 minute, and the score is calculated as the number of words read
correctly in a minute. If the student omitted, substituted, or hesitated on words for more than 3
Running Head: VIDEO GAMES AND SUMMER LEARNING LOSS 6
seconds, they were recorded as errors. However, if a student self-corrected their error within 3
seconds, the error was removed. This study concluded the average scores of students in second
and third were “significantly higher (in the spring) than the average scores in the fall across all
Patton and Reschly’s findings. Their qualitative study measured second graders (n=82) from a
school in a medium-sized city in Germany. The instruments used for reading comprehension
was a questionnaire while writing achievement was assessed having students write 15 single
word and three sentences read aloud. Both forms of data collection showed a great reliability of
r=0.89 (Meyer, Meissel, & McNaughton, 2017). Achievement scores of reading and writing
were collected at four times (two times before summer vacation and two times after summer
vacation) and found that reading comprehension stalled over the summer and writing had
significantly declined (Meyer, Meissel, & McNaughton, 2017). As research is showing, summer
learning loss is a concern during the summer month, especially when students are not getting
support in practicing the content. Programs are currently being designed to combat this issue by
making these programs academically and curriculum driven. Additionally, research also shows
how summer learning loss initiatives are effective outside traditional schooling contexts.
Terzian, Moore, and Hamilton makes a point that these programs also need to be more
interactive, supportive, and engaging than traditional classroom models as it offers more freedom
and flexibility in how learning occurs (Travis, Gann, Crooke, & Jenkins, 2019). With this in
mind, incorporating video games into these programs offers this type of environment but also
What once was really just a common past time amongst kids and young adults has now
shown promise in helping develop 21st century skills, specifically the 4 C’s: Collaboration,
Communication, Creativity, and Critical Thinking (Partnership for 21st Century Skills, 2015).
Video games have become an area of research as a possibility to increase these skills in students
as they share similar characteristics with current successful learning environments – “they are
active, goal oriented, contextualized, adaptive, and feedback oriented” (Hovious & Van Eck,
2015). One particular qualitative study conducted by Trespalacios, Chamberlin, and Gallagher
(2011) during a summer program at a New Mexico State University Learning Games Lab
(Games Lab). This Games Lab has previously hosted research sessions which found that
students who went to this program showed improvement in communication and critical thinking
student collaboration skills while playing video games. This study consisted of seven different
groups of 8 to 13 middle school students (n=72) which were asked open-ended questions relating
to their preference about multiplayer and single player video game they have played for the
program. From their questions, they were able to find that 72% of middle school students
preferred multiplayer as “they [the students] like to work as a team to ‘survive’ in video games
and help each other” to reach the game’s overall goal (Trespalacios, Chamberlin, & Gallagher,
2011). These video games in the study promoted these students’ social and collaborative skills
as each student had different skill levels in video game play, so they all needed to work together
and teach each other tricks or strategies to overcome obstacles (Trespalacios, Chamberlin, &
Gallagher, 2011).
Running Head: VIDEO GAMES AND SUMMER LEARNING LOSS 8
Creativity was studied under Ott and Pozzi (2012) by observing two third grade classes
(n=40 students) for three school years (third to fifth grade). Being skilled in creativity provides
the ability for students to adapt find innovated ways to solve potential problems, especially
useful for future employment. The purpose of Ott and Pozzi’s quantitative study was to see if
creativity can be fostered and enhanced by one of the 45 “mind video games,” to some extent.
These students were divided into groups of six, where each group took turns playing an hour of
these “mind video games” per week. During this time, direct observations were used to record
the students’ performance and behavior according to a “monitoring sheet,” as well as deciding of
the presence/absence of relevant creativity “indicators” (Ott & Pozzi, 2012). The findings
showed that 37 of the 45 games resulted in the video games meeting the creativity indicators laid
out in the study in at least 30% of the observation sheets collected. In conclusion, the authors
report that “the type of game at hand may influence the ability to evidence, trigger and foster the
students’ creative skills and attitudes” (Ott & Pozzi, 2012). Research supports that video games
have the ability to enhance 21st century skills in students and prepare them for the modern
world, the next step is finding a way to incorporate these games into the typical classroom.
In recent years, game-based learning has been slowly being incorporated into the
classroom by various means. Most times, these programs are used to review concepts covered,
such as Kahoot, Quizizz, and Quizlet live which students can run with their limited school
Chromebook. Additionally, basic video games, like Flash games (until January 2021) was used
to just enhance or test a single concept covered in class. But more recently, modern systems
have found their way into the classroom like virtual reality, Xbox, and PlayStation to run more
complex games like Minecraft, Assassin’s Creed, Call of Duty, and Portal to not only enhance a
Running Head: VIDEO GAMES AND SUMMER LEARNING LOSS 9
lesson, but also continue to build the students’ 21st century skills. These complex games require
their players to be “adaptable (‘thrive on change’) and resourceful (‘gather available resources
and experiment with them to find multiple ways of accomplishing a task’)” to encourage critical
In a comparative case study by Kurt Squire (2005), he analyzed two cases in which the
computer game Civilization III was used for a world history class. When transitioned from
normal lecture style lesson to a clicking adventure game, the cases showed that students thought
Civilization III “was a ‘perfect’ way to way to learn history” as students now had an opportunity
to reply historical events or tackle hypothetical yet historical scenarios (Squire, 2005). Students
now have the opportunity to see how European settlements colonized America, or even play as a
Native American tribe and resist the colonization. During their play through, students learn new
vocabulary terms by reading in-game text but also through their own failure and improve their
strategy to successfully build their civilization. As one student in a case points out, “playing the
game forces you to learn about the material. It actually forces you to learn about other
civilizations in order to survive” (Squire, 2005). Learning more about a civilization allows
students to brainstorm new ways of solving a problem and implementing their solutions to then
analyze the results. “After going through these cycles of recursive play, students’ thinking
became more complex. Success and even survival in the game required deep thinking” (Squire,
2005).
Due to these modern video games finding their way into the classroom and making a
significant impact on learning, some video game publishers are designing their video games
specifically with a subject or topic in mind. Shell Games, a virtual reality video game company,
partnered with programs like the Institute of Education Sciences and the Small Business
Running Head: VIDEO GAMES AND SUMMER LEARNING LOSS 10
Innovation Research program to create games like HoloLAB Champions as a way for students to
practice chemistry lab techniques through virtual reality (Shell Games, 2018). Additional video
games created with the intent of teaching students content information can be found in article
“Video Games in Education: Why They Should Be Used and How They Are Being Used”
(Annetta, 2008). In the game Immune Attack, players are tasked to interact with a human body’s
immune system to fight off invading pathogens; Food Force players are tasked to consult with a
team of scientists to distribute food to famine-affected countries to help recover; lastly, Quest
Atlantis assigns players with quests that require them to travel to locations to conduct
environmental test and research while developing plans to help the location prosper (Annetta,
2008). These video games create an immersive environment that allow students to develop an
understanding of a concept through inquiry as they are able to manipulate virtual objects and
“use logic, memory, problem-solving, and critical thinking skills” to solve any task laid before
A quantitative study conducted by Baig and Alotaibi (2020) was conducted to investigate
the effect of video games on mathematical performance. The authors sampled students enrolled
in fourth to sixth grade (n=789) and their teachers from six different schools in Riyadh City in
Saudi Arabia. From there, each school breaks up each grade into two groups, control and
experimental, by random assignment. Each grade group in their respective school was taught by
the same teacher in a traditional lecture style at the same time, followed by a short 4-point pretest
to serve as a comparison. After the pre-test was completed, the control group received
traditional style practice, like completing a short worksheet or textbook activity, while the
experimental group played a video game that aligned with the content taught. After nine
minutes, each group took another 4-point post-test to measure any differences in achievement
Running Head: VIDEO GAMES AND SUMMER LEARNING LOSS 11
between both groups. The findings of this study showed “there were no statistically significant
differences between the groups in the pre-test” but “a positive effect from video games based on
alone” (Baig & Aotaibi, 2020). Not only this, additional findings indicated “students playing
video games are more alert and interactive in the classroom; in addition, they became more
Summary
Video games have come a long way from being just a form of entertainment and escaping
the real world for a short amount of time. It is irrefutable that video games are designed to
immerse the player in an engaging environment and to give the player an objective to meet, but
little was understood about the possible benefits in development video games could offer,
especially with the targeted demographic being aimed towards the younger generation. Through
research, video games have been found to be designed containing components of the 21st
century skills that can be taught and develop for usage in the real world. Additionally, when
used in the classroom, video games have shown a positive impact either used alongside
traditional lessons or even used as a form of inquiry. Unfortunately, though video games show
benefits in the development of skills and content understanding, summer learning loss has been
found when a school partakes in a three-month summer vacation. Since there is a correlation
between video games and learning content, further research should be conducted to see if playing
video games during the summer months can help slow or prevent summer learning loss.
Project Details
When it comes to usage of the video games in the summer camp, the research study was
designed to measure summer learning loss. After the research was conducted, the video games
Running Head: VIDEO GAMES AND SUMMER LEARNING LOSS 12
used for the experimental group were used in the creation of the project to implement video
games as resources in both the summer camp but also in the afterschool program at the Putnam
Country Young Men’s Christian Association (YMCA). The video game integration consisted of
computer-based educational video games and iPad educational apps that focus on continuing
student practice of learned knowledge from school as well as games targeting non-academic
skills and 21st Century skills. When designing this project for the class EDTL 6380, I had to
keep in mind the original goal of the afterschool program, to assist students with their homework
from school. In previous years, after the students have finished their homework, they would
have “free play” where they ran around, took naps, watched YouTube videos, or went to the gym
to play basketball. With this implementation of video games, the original goal of assisting
homework remains, however the allotted “free play” time will include the addition of activities
The computer-based educational video games used come from the series of Jumpstart
and ClueFinders. In each of the video games, students were tasked to solve grade level problems
based around subjects they cover in school (Math, Science, History, English, Art, Music, etc…)
in the form of minigames. The completion of each minigame brings the player one step closer to
completing the main story for each game. After the completion of each game’s main story, the
students are able to take an Assessment Test which will test on the student’s level of expertise of
each subject. Additional computer-based games include Pajama Sam, Carmen Sandiego Series,
and Zoombinis are options for the students, where rather than focus on only academic
knowledge, students will additionally get practice with 21st Century skills like creativity and
problem solving. Along with the computers, iPads are also being included in the afterschool
program for both students and workers to use. iPads will have apps that will offer aid to the
Running Head: VIDEO GAMES AND SUMMER LEARNING LOSS 13
students as well as practice on things they have learned in school. Some of these apps include
Khan Kids, Prodigy, Splash Learn, and Minecraft Education. Just like the computer-based video
games, these apps are designed to engage the learner in a game like setting, either solving
problems in minigame format or have them explore an environment and learning along the way.
Other apps downloaded on the iPad which will promote 21st century skills and other non-
traditional subjects include Cargo-Bot and Hopscotch that can introduce students to coding while
Carmen Sandiego Returns and the Oregon Trail allows students to practice their problem-
solving skills. A lot of these games and apps go beyond just one are it targets, such as Minecraft
Education not only can teach students about school content, but also can promote the 21st century
skill: creativity by having them build a structure assigned by a non-playable character (NPC).
The workers also get the chance to use the apps, but they will have apps designed to help
encourage academic play and reward positive behavior. Learning management system apps like
ClassDojo is currently being used by the summer camp to encourage positive behavior, but when
the afterschool program beings, the app is used to catalog the students’ academic progress. All
the project’s incorporated games and apps are geared to help the afterschool program students to
learn independently and get immediate feedback to not only become successful academically,
but also help them become prepared for the future as they move up in grades. As workers, they
monitor and foster their learning not only by helping them with homework but also encouraging
their behavior to strive academically. This project relates back to the research done comparing
the experimental group, which received computer-based educational video games, to a control
Methodology
To what level of significance (tested at a 0.05 level) is summer learning loss affected in
students when playing educational video games compared to not within a summer camp? The
previously mentioned research question served as the basis behind the experimental research
study that took place at the Putnam County YMCA’s summer camp program in Ottawa, OH.
The purpose of this study is to discover if educational video games had an effect on summer
learning loss in students. It was hypothesized that the experimental group would have
significantly less summer learning loss compared to the control group when the students
participate in playing educational video games consistently during the summer months.
The participants that made up the sample of this study are 26 elementary students,
ranging in completed grades level from third to fifth and ages between eight to eleven. The
breakdown of students per grade is 7 third graders, 9 fourth graders, and 10 fifth graders. These
26 students consisted of 13 male and 13 female in various grade levels, which can be further
summarized in Appendix 1. The study randomly assigned the students by grade level into two
groups, the control group and experimental group, in an attempted order to have equal number of
students of the same academical grade level in each group (Appendix 2). When gathering
students from the population to partake in the study, a convenience sampling method was used
due to their convenience of availability to the researcher (Johnson & Christensen, 2016).
However, the enrollment in the summer camp introduces a diverse group of students from all
over the county, as the summer camp is offered to any Putnam County students enrolled in one
of seven schools between kindergarten to fifth grade. The students in this study were chosen
because they were currently enrolled in the summer camp program and the researcher was
Running Head: VIDEO GAMES AND SUMMER LEARNING LOSS 15
currently employed as a camp counselor of the summer camp. After sampling the students, they
were randomly assigned and separated into two groups prior to the research taking place.
The design of this research study followed a quantitative research design. Additionally,
since the study is taking place at the Putnam County YMCA, this study is also a field experiment
as the experimental study is being conducted within the real-life setting (Johnson & Christensen,
2016). The research also follows the pretest-posttest control group design, as once separated, all
the students took a pre achievement test to serve as the starting point before the study and can be
used for comparison. The days following the pretest, the experimental group received their
treatment of playing educational video games for the remainder of the study, while the control
group did not receive any educational activity during the same length of time. Following the
ending of the study, each group of students took the same post achievement test, which was
identical to the pretest. Once both tests were completed, comparisons between the pre and
posttest showed if there is any significance between the two scores of the two tests.
This quantitative research study had an identifiable independent and dependent variable.
The dependent variable for this study was the differences in achievement test scores. The
achievement test was composed up of 30 released items from the Ohio Spring 2019 Air Test.
These 30 questions were either of multiple choice or fill-in style questions of either the Math and
Language Arts subjects. The pretest was administered June 14, 2021 while the posttest was
administered July 16, 2021. The independent variable for the research study was the playing of
the JumpStart or ClueFinders video game. The implementation of this independent variable
took place for 5 days a week for 5 weeks. The control group were given a non-educational
activity to play during the same timeframe as the experimental group. The entirety of this
Running Head: VIDEO GAMES AND SUMMER LEARNING LOSS 16
research study was incorporated to fit into the students’ normal summer camp schedule and took
The pre-achievement test and post-achievement test results from the study were collected,
recorded, and plotted for all students in the study under the correct group they were in. The
results of the students in the control groups can be found under Appendix 3, while the results of
the students in the experimental group can be found under Appendix 4. All the students’
achievement score differences in the control group show a loss in knowledge, as indicated with a
negative difference achievement score. It is noted that students in both groups did show some
signs of summer learning loss, however, in the experimental group did some students show either
no knowledge loss or even knowledge gained from the playing the educational video games. In
the experimental group, two students (15.38%) showed no learning loss as indicated with a zero-
score difference, while three students (23.08%) showed an increase in knowledge as indicated
with a positive score difference. The software StatCruch was used to create the summary
statistics for the achievement test score differences of each group. The summary statistic for the
control group (M= -7.38, SD= 2.87, n= 13) can be found in Appendix 5 and the experimental
group (M= -1.08, SD= 1.98, n= 13) can be found in Appendix 6. Using a t-test of independent
samples (Appendix 7), the summary statistic tested at the 0.05 level was produced comparing the
mean score differences of the two groups. The t-test results were analyzed and determined the
test statistic (t= -7.77) and the level of significance (p< 0.0001) when the score differences of the
students who participated in playing video games when compared to those students who
This research study did have some limitations, both internal and external. An internal
limitation present in this study was the short time frame, where students may not have had
enough time to really experience summer learning loss. If the same study is conducted in the
future, the length of the study should be extended from 5 weeks to the entire summer camp
program. This would allow to test if the students really experience the loss of one-month worth
of knowledge that Cooper, et al. (2016) pointed out. Another external limitation was the
Achievement Test themselves being only limited to Mathematics and Language Arts. Since the
questions were being pulled from the Ohio Air Tests, this limits the tested area. The Ohio Air
Tests only assess student knowledge mainly only in those two subject areas, leaving areas like
Science and History out. This study has gotten a good picture of how educational video games
affected Mathematics and Language Arts skills, but there is no data on how the video games
affected Science and History. Future studies should incorporate both of these left out subjects to
get a better image of video games affect across all subjects in school. Another internal limitation
was the attendance of some of the participants. Due to the program being offered during the
summer months, some families schedule trips that can last a couple of days to a full week. This
could have significantly affected the data, as if the students were in the experimental group, this
left the students not engaged in playing the educational video game for a certain amount of time.
Preventing parents from pulling their child out of the study to allow them to travel as a family
was not possible, so increasing the time the study was conducted would be the best way to
combat this issue. The last internal limitation was the motivation of the students to play the
video games. Students sometimes experienced frustration with the video game in which delayed
their progress in the video game and hurt their motivation to continue. When frustration
occurred, students would typically become sluggish and refuse to continue either for a couple of
Running Head: VIDEO GAMES AND SUMMER LEARNING LOSS 18
minutes to the entire hour session. In many instances this frustration was caused by the controls
of the game not registering or having them remember a concept they already forgot about. When
a student experienced the latter, another student at their table typically intervened and offered
Conclusion
The question this research study was attempting to answer was: To what level of
significance (tested at a 0.05 level) is summer learning loss affected in students when playing
educational video games compared to not within a summer camp? After running the research
study and examining the results, it can be concluded that students who played educational video
games have significantly less summer learning when loss compared to those did not during the
These results, indicating that content knowledge decreased less when the students played
educational video games, definitely support Cooper et al (1996) belief that the reason for
summer learning loss is due to the breaking in a learning rhythm. With the students playing the
video games, they are constantly practicing what they learned in school to move beat the
minigame and move to the next quest, and therefore are not entirely breaking the learning
rhythm. With the disguise of a video gaming layout and a story line instead of traditional
worksheets, students become fully engaged and look past the practicing portions. Though there
were times where students did show frustration in the video games, once the study was
concluded, many of the participants have expressed interest in continuing on playing the video
games. If fact, many of the students in both control group and the group not participating in the
study wanted to play the computer games. JumpStart and ClueFinders video games are early
2000s video games, around 20 years old by the time of this study. During the time of this study
Running Head: VIDEO GAMES AND SUMMER LEARNING LOSS 19
being conducted, these kids have experienced games like Minecraft and Fortnite which contain
better graphics and more engaging gameplay. There are modern apps that really people
acknowledge having excellent educational potential like YouTube, Khan Academy, and Kahoot
as they can offer individualized lessons and also offer immediate feedback. Yet, these kids
found the entertainment value in 20-year-old video games and not only was able to slow down
summer learning loss, but in some cases stop and even improve their content knowledge.
Though this study aimed to answer the question regarding summer learning loss, another eye-
opening experience was realized; with a focus on modern apps and games being used in
education, the possible benefits that the classic video games can offer is forgotten. The
JumpStart and ClueFinders series are still being developed, improved on, and produced; the
classics have shown they are still valuable. Based on these results from the study, the continued
implementation of the video games in both the summer camp program and the afterschool
program will continue alongside the implementation of the iPads in order to continue to help
students perform better not only academically, but also become prepared for the future.
Running Head: VIDEO GAMES AND SUMMER LEARNING LOSS 20
Appendix
25
Achievement Test Score
20
15
10
0
1 2 3 4 5 6 7 8 9 10 11 12 13
Student
25
Achievement Test Score
20
15
10
0
1 2 3 4 5 6 7 8 9 10 11 12 13
Student
Appendix 7: Comparison of Score Difference Means between Control and Experimental Groups
Running Head: VIDEO GAMES AND SUMMER LEARNING LOSS 24
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