scispace - formally typeset
Search or ask a question
Journal Article

Distinguishing between games and simulations: A systematic review

01 Jan 2007-Educational Technology & Society (International Forum of Educational Technology & Society. Athabasca University, School of Computing & Information Systems, 1 University Drive, Athabasca, AB T9S 3A3, Canada. Tel: 780-675-6812; Fax: 780-675-6973; Web site: http://www.ifets.info)-Vol. 10, Iss: 3, pp 247-256
TL;DR: The essential attributes of games and simulations are described, the distinctions between these two concepts are presented, and the methodology employed to conduct a systematic review of this literature is described.
Abstract: Based on the hypothesis that inconclusive research results with regard to the impact of games and simulations are linked to the absence of clear concept definitions, research was undertaken to fill this methodological gap by identifying the essential attributes of games and simulations. This paper first introduces the context for our study. This is followed by a description of the analysis grid used to create a database of the literature, and the methodology employed to conduct our systematic review of this literature. The essential attributes of games and simulations are then described and the distinctions between these two concepts are presented.
Citations
More filters
Journal ArticleDOI
TL;DR: The main objective is to study the impact of games and simulations with regard to achieving specific learning objectives, and results indicate that games and/or simulations have a positive impact on learning goals.
Abstract: The focus of higher education institutions is the preparation of future professionals. To achieve this aim, innovative teaching methods are often deployed, including games and simulations, which form the subject of this paper. As the field of digital games and simulations is ever maturing, this paper attempts to systematically review the literature relevant to games and simulation pedagogy in higher education. Two researchers collaborate to apply a qualitative method, coding and synthesizing the results using multiple criteria. The main objective is to study the impact of games and simulations with regard to achieving specific learning objectives. On balance, results indicate that games and/or simulations have a positive impact on learning goals. The researchers identify three learning outcomes when integrating games into the learning process: cognitive, behavioural, and affective. As a final step, the authors consolidate evidence for the benefit of academics and practitioners in higher education interested in the efficient use of games and simulations for pedagogical purposes. Such evidence also provides potential options and pathways for future research.

331 citations

Journal ArticleDOI
TL;DR: Findings suggest that serious gaming interventions may be effective for reducing disorder-related symptoms.
Abstract: The development and use of serious games for mental health disorders are on the rise. Yet, little is known about the impact of these games on clinical mental health symptoms. We conducted a systematic review and meta-analysis of randomized controlled trials that evaluated the effectiveness of serious games on symptoms of mental disorder. Method: We conducted a systematic search in the Pubmed, PsycINFO and Embase databases, using mental health and serious games related keywords. Ten studies met the inclusion criteria and were included in the review, nine were included in the meta-analysis. Results: All of the serious games were provided via personal computer, mostly on CD-ROM without the need for an internet connection. The studies targeted age groups ranging from 7 to 80 years old. The serious games focussed on symptoms of depression (n = 2), post-traumatic stress disorder (n = 2), autism spectrum disorder (n = 2), attention deficit hyperactivity disorder (n = 1), cognitive functioning (n = 2) and alcohol use disorder (n = 1). The studies used goal-oriented (n = 4) and cognitive training games (n = 6). A total of 674 participants were included in the meta-analysis (380 in experimental and 294 in control groups). A meta-analysis of nine studies comprising ten comparisons, using a random effects model, showed a moderate effect on improvement of symptoms (g = 0.55 [95% CI 0.28 to 0.83]; P < 0.001), favoring serious games over no intervention controls. Discussion/Conclusion: Though the number of studies in the meta-analysis was small, these findings suggest that serious gaming interventions may be effective for reducing disorder related symptoms. More studies are needed in order to attain deeper knowledge of the efficacy for specific mental disorders and the longer term effects of this new type of treatment for mental disorders.

216 citations

Journal ArticleDOI
TL;DR: A pilot study of undergraduate students’ perceptions towards using educational games as their learning medium using five constructs: motivation, attitudes, cognitive development, interface and expectation with 24 items indicated that most students had encouraging positive attitudes and were more motivated to learn Programming using games compared to conventional methods.
Abstract: Educational computer games studies experienced rapid growth due to the belief that games can offer various learning benefits being highly popular among younger generations. Programming is considered a challenging subject by students and teachers, consequently students feel less motivated to learn it. It is important to know how educational games can help to enhance our student’s motivation and learning perceptions towards Programming. This paper discusses the authors’ pilot study of undergraduate students’ perceptions towards using educational games as their learning medium using five constructs: motivation, attitudes, cognitive development, interface and expectation with 24 items. The findings indicated that most students had encouraging positive attitudes and were more motivated to learn Programming using games compared to conventional methods. The findings are hopefully will help to enrich knowledge in understanding students’ perceptions regarding educational games for learning, particularly in the Malaysian context.

114 citations


Cites background from "Distinguishing between games and si..."

  • ...Students were found enjoying the games, always engaged, motivated, and excited during the game play session....

    [...]

Journal ArticleDOI
TL;DR: In this article, the authors evaluated the effectiveness of training using traditional tools and computer-aided technologies (e.g., serious games, computer-generated simulations, virtual reality, augmented reality, and mixed reality) on the well-being of individuals.
Abstract: For workers, the exposure to on-site hazards can result in fatalities and serious injuries. To improve safety outcomes, different approaches have been implemented for health and safety training in the construction sector, such as traditional tools and computer-aided technologies (e.g., serious games, computer-generated simulations, virtual reality, augmented reality, and mixed reality). However, the effectiveness of these approaches has been barely explored. In order to bridge this gap, a systematic review of existing studies was conducted. Unlike previous review studies in this field that focused on uncovering the technology characters and challenges, this study mainly evaluated the effectiveness of training using traditional tools and computer-aided technologies on the well-being of individuals. Measures of the effectiveness included knowledge acquisition, unsafe behaviour alteration, and injury rate reduction. Results indicated that: 1. the effectiveness of traditional tools is sufficiently supported by statistical evidence; and 2. the use of computer-aided technologies has evidence to support its effectiveness, but more solid evidence is required to support this statement. The systematic review also revealed that the overall performance of computer-aided technologies is superior in several technical aspects compared to traditional tools, namely, representing the actual workplace situations, providing text-free interfaces, and having better user engagement.

99 citations

References
More filters
Journal ArticleDOI
TL;DR: An input-processoutput model of instructional games and learning is presented that elaborates the key features of games that are of interest from an instructional perspective; the game cycle of user judgments, behavior, and feedback that is a hallmark of engagement in game play; and the types of learning outcomes that can be achieved.
Abstract: Although most agree that games can be engaging and that games can be instructive, there is little consensus regarding the essential characteristics of instructional games. Implicit in the research literature is the notion that if we pair instructional content with certain game features, we can harness the power of games to engage users and achieve desired instructional goals. In this article, the authors present an input-process- output model of instructional games and learning that elaborates (a) the key features of games that are of interest from an instructional perspective; (b) the game cycle of user judgments, behavior, and feedback that is a hallmark of engagement in game play; and (c) the types of learning outcomes that can be achieved. The authors discuss the implications of this approach for the design and implementation of effective instruc- tional games.

2,794 citations


"Distinguishing between games and si..." refers background in this paper

  • ...…factor which differentiates a simulation from other types of models is that simulations copy the essential elements of reality in a dynamic model and allow participants to control this reality in order to study it, according to their own desired pace as well as when it is convenient to do so....

    [...]

  • ...The notion of validity refers to the degree of uniformity and coherence in the environment specifications in comparaison to reality (Garris et al, 2002)....

    [...]

  • ...In games such as Chess, Monopoly, and Bridge, a struggle or competition exists between players or teams....

    [...]

  • ...Garris et al (2002) add to that definition “structural validity”, i.e. processes which appear in the simulation, as well as its value in predicting reality given the degree of psychological realism in the simulation....

    [...]

  • ...Garris et al (2002), Medley & Horne (2005), Hung et al (2005) define this simplification by the incomplete representation of reality but which, nonetheless, reproduces its essential characteristics....

    [...]

Book
23 Jun 2005
TL;DR: This reading book is your chosen book to accompany you when in your free time, in your lonely, this kind of book can help to heal the lonely and get or add the inspirations to be more inoperative.
Abstract: The educating the net generation that we provide for you will be ultimate to give preference. This reading book is your chosen book to accompany you when in your free time, in your lonely. This kind of book can help you to heal the lonely and get or add the inspirations to be more inoperative. Yeah, book as the widow of the world can be very inspiring manners. As here, this book is also created by an inspiring author that can make influences of you to do more.

2,170 citations


"Distinguishing between games and si..." refers background in this paper

  • ...Oblinger & Oblinger (2005) suggest that games respond to today’s adolescents, who have a profile as communicators, intuitive and visual....

    [...]

Book
01 Jan 1990
TL;DR: This book provides an introduction to simulation modeling using the SIMAN simulation language and includes the latest version of this simulation program, including the Cinema platform and Arena.
Abstract: From the Publisher: This book,written by the creators of SIMAN,provides an introduction to simulation modeling using the SIMAN simulation language. Basic modeling concepts and various simulation methodologies are discussed to highlight practical applications of simulation and SIMAN. The second edition has been updated to included the latest version of this simulation program,including the Cinema platform and Arena.

1,031 citations

Journal ArticleDOI
TL;DR: In this article, an approach to the design of learning environments that builds on the educational properties of games, but deeply grounds them within a theory of learning appropriate for an age marked by the power of new technologies is presented.
Abstract: Will video games change the way we learn? We argue here for a particular view of games—and of learning—as activities that are most powerful when they are personally meaningful, experiential, social, and epistemological all at the same time. From this perspective, we describe an approach to the design of learning environments that builds on the educational properties of games, but deeply grounds them within a theory of learning appropriate for an age marked by the power of new technologies. We argue that to understand the future of learning, we have to look beyond schools to the emerging arena of video games. We suggest that video games matter because they present players with simulated worlds: worlds which, if well constructed, are not just about facts or isolated skills, but embody particular social practices. Video games thus make it possible for players to participate in valued communities of practice and as a result develop the ways of thinking that organize those practices. Most educational games to date have been produced in the absence of any coherent theory of learning or underlying body of research. We argue here for such a theory—and for research that addresses the important questions about this relatively new medium that such a theory implies. Video games and the future of learning Page 3 Video games and the future of learning Computers are changing our world: how we work... how we shop... how we entertain ourselves... how we communicate... how we engage in politics... how we care for our health.... The list goes on and on. But will computers change the way we learn? We answer: Yes. Computers are already changing the way we learn—and if you want to understand how, look at video games. Look at video games, not because games that are currently available are going to replace schools as we know them any time soon, but because they give a glimpse of how we might create new and more powerful ways to learn in schools, communities, and workplaces—new ways to learn for a new information age. Look at video games because, although they are wildly popular with adolescents and young adults, they are more than just toys. Look at video games because they create new social and cultural worlds: worlds that help people learn by integrating thinking, social interaction, and technology, all in service of doing things they care about. We want to be clear from the start that video games are no panacea. Like books and movies, they can be used in anti-social ways. Games are inherently simplifications of reality, and current games often incorporate—or are based on—violent and sometimes misogynistic themes. Critics suggest that the lessons people learn from playing video games as they currently exist are not always desirable. But even the harshest critics agree that we learn something from playing video games. The question is: how can we use the power of video games as a constructive force in schools, homes, and at work? In answer to that question, we argue here for a particular view of games—and of learning—as activities that are most powerful when they are personally meaningful, experiential, social, and epistemological all at the same time. From this perspective, we describe Page 4 Video games and the future of learning an approach to the design of learning environments that builds on the educational properties of games, but deeply grounds them within a theory of learning appropriate for an age marked by the power of new technologies. Video games as virtual worlds for learning The first step towards understanding how video games can (and we argue, will) transform education is changing the widely shared perspective that games are “mere entertainment.” More than a multi-billion dollar industry, more than a compelling toy for both children and adults, more than a route to computer literacy, video games are important because they let people participate in new worlds. They let players think, talk, and act—they let players inhabit—roles otherwise inaccessible to them. A 16 year old in Korea playing Lineage can become an international financier, trading raw materials, buying and selling goods in different parts of the virtual world, and speculating on currencies. A Deus Ex player can experience life as a government special agent, where the lines between state-sponsored violence and terrorism are called into question. These rich virtual worlds are what make games such powerful contexts for learning. In game worlds, learning no longer means confronting words and symbols separated from the things those words and symbols are about in the first place. The inverse square law of gravity is no longer something understood solely through an equation; students can gain virtual experience walking on worlds with smaller mass than the Earth, or plan manned space flights that require understanding the changing effects of gravitational forces in different parts of the solar system. In virtual worlds, learners experience the concrete realities that words and symbols describe. Through such experiences, across multiple contexts, learners can understand Page 5 Video games and the future of learning complex concepts without losing the connection between abstract ideas and the real problems they can be used to solve. In other words, the virtual worlds of games are powerful because they make it possible to develop situated understanding. Although the stereotype of the gamer is a lone teenager seated in front of a computer, game play is also a thoroughly social phenomenon. The clearest examples are massively multiplayer online games: games where thousands of players are simultaneously online at any given time, participating in virtual worlds with their own economies, political systems, and cultures. But careful study shows that most games—from console action games to PC strategy games—have robust game playing communities. Whereas schools largely sequester students from one another and from the outside world, games bring players together, competitively and cooperatively, into the virtual world of the game and the social community of game players. In schools, students largely work alone with school-sanctioned materials; avid gamers seek out news sites, read and write faqs, participate in discussion forums, and most importantly, become critical consumers of information. Classroom work rarely has an impact outside of the classroom; its only real audience is the teacher. Game players, in contrast, develop reputations in online communities, cultivate audiences as writers through discussion forums, and occasionally even take up careers as professional gamers, traders of online commodities, or game modders and designers. The virtual worlds of games are powerful, in other words, because playing games means developing a set of effective social practices. By participating in these social practices, game players have an opportunity to explore new identities. In one well-publicized case, a heated political contest erupted for the president 1 As Julian Dibbell, a journalist for Wired and Rolling Stone, has shown, it is possible to make a better living trading online currencies than one does as a freelance journalist! Page 6 Video games and the future of learning of Alphaville, one of the towns in The Sims Online. Arthur Baynes, the 21 year old incumbent was running against Laura McKnight, a 14 year old girl. The muckraking, accusations of voter fraud, and political jockeying taught young Laura about the realities of politics; the election also gained national attention on NPR as pundits debated the significance of games where teens could not only argue and debate politics, but run a political system where the virtual lives of thousands of real players were at stake. The substance of Laura’s campaign, political alliances, and platform—a platform which called for a stronger police force and an overhaul of the judicial system—shows how deep the disconnect has become between the kinds of experiences made available in schools and those available in online worlds. The virtual worlds of games are rich contexts for learning because they make it possible for players to experiment with new and powerful identities. The communities that game players form similarly organize meaningful learning experiences outside of school contexts. In the various web sites devoted to the game Civilization, for example, players organize themselves around shared goal of developing expertise in the game and the skills, habits, and understandings that requires. At Apolyton.net (a site devoted to the game), players post news feeds, participate in discussion forums, and trade screenshots of the game. But they also run a radio station, exchange saved game files in order to collaborate and compete, create custom modifications, and, perhaps, most uniquely, run their own University to teach other players to play the game more deeply. Apolyton University shows us how part of expert gaming is developing a set of values—values that highlight enlightened risk-taking, entrepreneurialship, and expertise, rather than formal accreditation emphasized by institutional education (Beck & Wade, 2004). If we look at the development of

928 citations


"Distinguishing between games and si..." refers background in this paper

  • ...During the game, the learner plays first, understands after, and then generalizes in order to apply this learning in a new situation (Saethang & Kee, 1998; Shaffer et al, 2004)....

    [...]

  • ...However, in a growing number of electronic games, players are called upon to deduce the rules through play, thus adjusting their decision-making as their understanding of the stakes involved in the game increases....

    [...]