Early work in computer-assisted instruction (CAI) involved using the computer to present drill-and-practice exercises to the student (e.g., Suppes, Jerman, & Brian, 1968; Suppes & Morningstar, 1972). Since the computer can provide immediate feedback to the student and can control the sequence in which the exercises are presented, such CAI has generally proven to be effective, although the cost-effectiveness of such systems of programmed instruction has been questioned (Vinsonhaler & Bass, 1972). Two large CAI systems, PLATO and TICCIT, have incorporated games, simulation, and the use of graphics. Although evaluations of the affective and cognitive effects of these systems have produced mixed results, they have established that such systems do have a place in the curriculum (Alderman, Oppel, & Murphy, 1978). In recent years there has been an increasing interest in research on the effects of instructional games (Reiser & Gerlach, 1976; Bright, Harvey, & Wheeler, Note 1). Two studies in grades 4, 5, and 6 conducted by Bright, Harvey, and Wheeler (1979, 1980) have shown that games can be effective at the post-instructional level in retraining and maintaining skill in multiplication basic facts. This study is an extension of the Bright, Harvey, and Wheeler games research to addition basic facts in a primary grade and to the implementation of the game on a microcomputer. The question addressed was Can a computer game be used to increase proficiency at the post-instructional level in addition basic facts in the second grade?
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