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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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This systematic review evaluates interventions using active video games (AVGs) to increase physical activity and summarizes laboratory studies quantifying intensity of AVG play among children and adults. Databases (Cochrane Library, PsychInfo, PubMed, SPORTDiscus, Web of Science) and forward citation and reference list searches were used to identify peer-reviewed journal articles in English through March 2011. Studies that used off-the-shelf AVGs to increase physical activity with...
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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 (2)
- Engagement (1)
- Learning (4)
- Motivation (1)
Instructional domain (subject)
- Mathematics (1)
- Multiple (3)
- Physical activity (1)
Education Level and Type
- High school 16-18 (1)
- Informal education (2)
- K-12 (1)
- Middle school (1)
- Primary 7-10 (3)
- Secondary 11-16 (2)
- Tertiary (3)
Groups of students
- Learning difficulties (1)
- Low-performing (1)
- SEND (1)
School or home
- _No mention (2)
- Home (2)
- School (2)
Moderating variables
Tech Hardware
- Computer (3)
- Handheld device (1)
- Mobile/Smartphone (1)
- Multimedia (1 or more) (2)
- Tablet (1)
Tech Software
Tech mechanism
- Cooperative learning (e.g. discussion areas) (2)
- Direct instruction (1)
- Drill and practice (1)
- Feedback (3)
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Gamification
- Cognitive processes (2)
- Role play (1)
- Simulation (3)
- Graphic modelling (1)
- Instructional supports/Demos: worked out examples (1)
- Multimedia effects (2)
- Personalization effect (1)
- Scaffolding/Varying difficulty levels (3)
Learning Approach
- _No mention (2)
- Remote learning (1)
Teacher Pedagogy
- Collaboration (2)
- Feedback (1)
- Game-based learning (4)
- PC mixed with real objects (1)
- Scaffolding (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
Quality of research
- High: 6+ (1)
- Low: 3 or below (1)
- Medium: 4 or above (3)