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This research aims to investigate the effect of computer-based teaching (CBT) on students’ academic success. The research used a meta-analytic method to reach a general conclusion by statistically calculating the results of a number of independent studies. In total, 78 studies (62 master’s theses, 4 PhD theses, and 12 articles) concerning this issue were researched based on the literature review of the articles and theses which involved pre-test and post-test control groups and were...
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In this meta-analysis, we systematically reviewed research on digital games and learning for K–16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust variance estimates to summarize overall effects and explore potential moderator effects. Results from media comparisons indicated that digital...
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We performed searches in referenced databases such as ScienceDirect and PubMed for articles published from 2007 to 2011 in scientific journals or as proceedings of conferences and symposia and relating primarily to the fields of cognitive science, psychology, human–computer interaction and education, but also other scientific fields such as medicine or engineering in which training has been performed using SGs or VGs.
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It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and by affecting motivation. However, until now research has shown little evidence for these assumptions. We used meta-analytic techniques to investigate whether serious games are more effective in terms of learning and more motivating than conventional instruction methods (learning: k ϭ 77, N ϭ 5,547; motivation: k ϭ 31, N ϭ 2,216). Consistent with our hypotheses, serious games were found to be...
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This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that...
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Outcome measure
- Behaviour (1)
- Engagement (1)
- Learning (4)
- Motivation (2)
Instructional domain (subject)
- Multiple (4)
Education Level and Type
- High school 16-18 (2)
- Informal education (1)
- K-12 (3)
- Middle school (1)
- Primary 7-10 (1)
- Secondary 11-16 (2)
- Tertiary
Groups of students
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School or home
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- Home (1)
- School (1)
Moderating variables
- Assessments (1)
- Design-type/ testing instruments (1)
- Grade/education level (1)
- Length of time (2)
- Multiple exposures (1)
- Peer involvement/group learning (2)
- Student characteristics (1)
- Subject (1)
- Teacher involvement (1)
- Teacher professional development (1)
- Tech structure (1)
- Type of instruction methods (student/teacher centered) (2)
- Type of knowledge or task (exposing, procedural, active, etc (1)
Tech Hardware
- Computer (3)
- Internet (1)
- Mobile/Smartphone (1)
- Multimedia (1 or more) (3)
Tech Software
- Computer-Based Teaching (CBT) (1)
- Game learning (2)
- Serious games (3)
- Simulations (1)
- Virtual Reality (1)
Tech mechanism
Learning Approach
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- Classroom learning (1)
- Remote learning (1)
Teacher Pedagogy
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- Collaboration (1)
- Game-based learning (4)
- Group learning (1)
- Scaffolding (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (1)
- Mixture or unknown (3)
Quality of research
- High: 6+ (3)
- Low: 3 or below (1)
- Medium: 4 or above (2)
Geography if specific
- Turkey (1)