scispace - formally typeset
Journal ArticleDOI

Serious Games as New Educational Tools: How Effective Are They? A Meta-Analysis of Recent Studies.

Reads0
Chats0
TLDR
The objective was to review the results of experimental studies designed to examine the effectiveness of VGs and SGs on players' learning and engagement and stress the limitations of the existing literature and make a number of suggestions for future studies.
Abstract
Computer-assisted learning is known to be an effective tool for improving learning in both adults and children. Recent years have seen the emergence of the so-called ‘serious games (SGs)’ that are flooding the educational games market. In this paper, the term ‘serious games’ is used to refer to video games (VGs) intended to serve a useful purpose. The objective was to review the results of experimental studies designed to examine the effectiveness of VGs and SGs on players' learning and engagement. After pointing out the varied nature of the obtained results and the impossibility of reaching any reliable conclusion concerning the effectiveness of VGs and SGs in learning, we stress the limitations of the existing literature and make a number of suggestions for future studies.

read more

Citations
More filters
Journal ArticleDOI

Digital Games, Design, and Learning A Systematic Review and Meta-Analysis

TL;DR: The results highlight the affordances of games for learning as well as the key role of design beyond medium, and demonstrate that effects varied across various game mechanics characteristics, visual and narrative characteristics, and research quality characteristics.
Journal ArticleDOI

Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness

TL;DR: These two experiments demonstrate that a serious game environment can promote learning and motivation, providing it includes features that prompt learners to actively process the educational content.
Journal ArticleDOI

A mobile gamification learning system for improving the learning motivation and achievements

TL;DR: Investigation of how a gamified learning approach influences science learning, achievement and motivation, through a context-aware mobile learning environment shows that incorporating mobile and gamification technologies into a botanical learning process could achieve a better learning performance and a higher degree of motivation than either non-gamified mobile learning or traditional instruction.
Journal ArticleDOI

The effect of games and simulations on higher education: a systematic literature review

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.
Journal ArticleDOI

Effects of Different Types of Virtual Reality Display on Presence and Learning in a Safety Training Scenario

TL;DR: This study considered three different types of displays used by participants for training in aviation safety procedures with a serious game, and indicated that the display type played a significant role in engagement and presence.
References
More filters
Journal Article

Digital Natives, Digital Immigrants

Marc Prensky
- 01 Oct 2001 - 
TL;DR: For example, this paper pointed out that students are no longer the people our educational system was designed to teach, and that a really big discontinuity has taken place in the last decades of the 20th century.
Journal ArticleDOI

CONSORT 2010 statement: updated guidelines for reporting parallel group randomized trials.

TL;DR: The CONSORT (Consolidated Standards of Reporting Trials) statement as discussed by the authors is used worldwide to improve the reporting of randomized, controlled trials. Schulz and colleagues describe the latest version, CONSORT 2010, which updates the reporting guideline based on new methodological evidence and accumulating experience.
Journal ArticleDOI

Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation

TL;DR: The results suggest that within high school CS, educational computer games can be exploited as effective and motivational learning environments, regardless of students' gender.
Journal ArticleDOI

Digital game-based learning: Towards an experiential gaming model

TL;DR: An experiential gaming model that is based onexperiential learning theory, flow theory and game design is presented and stresses the importance of providing the player with immediate feedback, clear goals and challenges that are matched to his/her skill level.
Journal ArticleDOI

Playing for Real: Video Games and Stories for Health-Related Behavior Change

TL;DR: Research is needed on the optimal use of game-based stories, fantasy, interactivity, and behavior change technology in promoting health-related behavior change.
Related Papers (5)