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The present article attempts to reinterpret the findings of most recent studies investigating effect of using games for teaching purposes. A methodological approach combining a meta-analysis of quantitative data with qualitative ones was adopted in order to present the broadest picture of the current research on educational use of games. To this end, we conducted a meta-analysis of 180 effect size comparisons out of 154 empirical studies on the effect of both digital and non-digital games on...
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Digital game-based learning (DGBL) is known to be widely used for improving learning in various fields. Among the elements of DGBL, competition has been very controversial. This meta-analysis, which included 25 articles written between 2008 and 2019, revealed that DGBL has produced improvements for learning outcomes with an overall effect size of .386. In addition, we explored multiple moderators to understand how competition in DGBL influenced student learning for different learners,...
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Substantial disagreement exists in the literature regarding which educational technology results in the highest cognitive gain for learners. In an attempt to resolve this dispute, we conducted a meta-analysis to decipher which teaching method, games and interactive simulations or traditional, truly dominates and under what circumstances. It was found that across people and situations, games and interactive simulations are more dominant for cognitive gain outcomes. However, consideration of...
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Outcome measure
Instructional domain (subject)
- Computing (1)
- Languages (1)
- Literacy (1)
- Mathematics (2)
- Multiple (3)
- Science (2)
- Social Studies (2)
- STEM (1)
Education Level and Type
- ECE 0-7 (1)
- High school 16-18 (2)
- Informal education (1)
- K-12 (1)
- Middle school (1)
- Primary 7-10 (2)
- Secondary 11-16 (2)
- Tertiary (1)
Groups of students
- _No mention (2)
- At-risk (1)
- Gifted students (1)
School or home
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- Home (1)
- School (1)
Moderating variables
- Class size (1)
- Country / culture (1)
- Gender (1)
- Length of time (1)
- Peer involvement/group learning (1)
- School-level factors (1)
- Student characteristics (2)
- Teacher involvement (1)
- Teacher pedagogy/implementation (1)
- Tech structure (2)
Tech Hardware
- Computer (1)
- Multimedia (1 or more) (2)
Tech Software
- Game learning
- General apps (2)
- Serious games (1)
- Simulations (1)
Tech mechanism
- Gamification (2)
Learning Approach
- _No mention (1)
- Classroom learning (1)
Teacher Pedagogy
- _No mention (1)
- Game-based learning (1)
- Group learning (2)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (1)
- Mixture or unknown (3)
Quality of research
- High: 6+ (1)
- Medium: 4 or above (2)