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A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations

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TLDR
The examined studies suggest that ES, SGs, and SEGs do not differ in a statistically significant way when compared to traditional instruction but do differ from each other, and are more effective in increasing outcomes than SGs and simulations.
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This article is published in Computers in Human Behavior.The article was published on 2018-03-01. It has received 190 citations till now.

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Journal ArticleDOI

A Meta-Analysis of Use of Serious Games in Education over a Decade

TL;DR: Use of serious games in medical science has been rising in a recent decade, which is highlighted in this study and attitudes toward use ofserious games in education were explored.
Journal ArticleDOI

Collaboration and fuzzy-modeled personalization for mobile game-based learning in higher education

TL;DR: A major conclusion is that incorporating personalization and collaboration in mobile game-based learning can further assist students in higher education towards advancing their knowledge level.
Journal ArticleDOI

Gamification and serious games: A literature meta-analysis and integrative model

TL;DR: This meta-analysis synthesise and integrate all the earlier literature and information available on gamification and serious games, assessing the current state-of-the-art in the field, and presents a theoretical model that will be of value to future gamification studies.
Journal ArticleDOI

Using gamification to support learning English as a second language: a systematic review

TL;DR: In this paper, gamification has been argued to be a fun and enjoyable method to support Learning English as a Second Language (LESL) and to ease the gap between students' learning and educational practice.
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Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning

TL;DR: In this paper, the authors examined the theoretical foundations used in research on gamification, serious games and game-based learning through a systematic literature review and then discussed the commonalities of their core assumptions.
References
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Journal ArticleDOI

Self-efficacy: toward a unifying theory of behavioral change.

TL;DR: An integrative theoretical framework to explain and to predict psychological changes achieved by different modes of treatment is presented and findings are reported from microanalyses of enactive, vicarious, and emotive mode of treatment that support the hypothesized relationship between perceived self-efficacy and behavioral changes.
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Self-efficacy mechanism in human agency

TL;DR: The centrality of the self-efficacy mechanism in human agency is discussed in this paper, where the influential role of perceived collective effi- cacy in social change is analyzed, as are the social con- ditions conducive to development of collective inefficacy.
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Trim and fill: A simple funnel-plot-based method of testing and adjusting for publication bias in meta-analysis.

TL;DR: In this paper, a rank-based data augmentation technique is proposed for estimating the number of missing studies that might exist in a meta-analysis and the effect that these studies might have had on its outcome.
Book

Creativity: Flow and the Psychology of Discovery and Invention

TL;DR: Csikszentmihalyi as mentioned in this paper used 100 interviews with exceptional people, from biologists and physicists to politicians and business leaders, poets and artists, as well as his 30 years of research on the subject to explore the creative process.
Journal ArticleDOI

Organizing and the Process of Sensemaking

TL;DR: The position that the concept of sensemaking fills important gaps in organizational theory is taken, by pinpointing central features of sense making that have been assumed but not made explicit, some of which have changed in significance over time, and some ofWhich have been missing all along or have gone awry.
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