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Summer learning loss is a phenomenon that has been affecting students whose school
undergo a three month break from academic learning. This creates a constant issue for teachers
at the beginning of every school year as they have to spend weeks reviewing old concepts to
them for the current school year. This study was created to research methods to combat this
issue while keeping to the “relaxing” nature of summer vacation. The method tested in this
study was educational video games, like JumpStart and ClueFinders. The video games were
Twenty-six summer camp students participated in the study and were either going into third,
fourth, or fifth grade. These students were given a pre-achievement test composed of Math and
Language Art questions pulled from the Ohio 2019 Air Test Released Items.
The days following the pre-achievement test, the students were broken into either a
control or experimental group, with both groups containing 13 students each. The control group
participated in non-academic activities while the experimental group played the educational
video games for 1 hour. These activities continued for 5 days a week, for 5 weeks. A post-
achievement test, which was identical to the pre-achievement test, was given to the students
following the completion of the 5 weeks. Both pre and post-achievement tests were scored and
the differences between the tests were calculated and used to determine is summer learning loss
occurred.
The findings of the study showed that there was evidence of summer learning loss in both
groups, as there was a decrease in correct answers in students between pre and post-achievement
tests. However, the students experimental group who did experience summer learning loss were
found to have a lower number of score differences compared to the control group. More
surprisingly, there were some students in the experimental group that showed either no
knowledge loss or even knowledge gained from the playing of educational video games. In the
experimental group, two students showed no learning loss as indicated with a zero-score
difference, while three students showed an increase in knowledge as indicated with a positive
score difference. Based on these results, the JumpStart and ClueFinders educational video
With the disguise of a video gaming layout and a story line instead of traditional
worksheets, students become fully engaged and look pass the practicing portions. Video games
have the ability to allow students to constantly practice what they learned in school to move beat
the minigame and move to the next quest. Either playing the video games during recess or the
summer months, evidence indicates that their incorporation in the students’ lives will help them