Article
Computer Science, Artificial Intelligence
Fadi Castronovo, Nicholas Stepanik, Peggy N. Van Meter, John I. Messner
Summary: The growing use of educational simulation games in construction pedagogy has had a significant impact on student learning. This study examines the thinking processes of students while playing the Virtual Construction Simulator 4 (VCS4) game and finds that students generally exhibit the expected thinking patterns, indicating their engagement in complex higher-order thinking processes and skills.
ADVANCED ENGINEERING INFORMATICS
(2022)
Article
Education & Educational Research
Xiaotong Yang, Seyedahmad Rahimi, Valerie Shute, Renata Kuba, Ginny Smith, Cristina Alonso-Fernandez
Summary: The study found that students tended to access in-game supports that directly solved game levels rather than those presented content. Students who accessed hybrid supports more frequently showed greater knowledge acquisition and performance in the game.
ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT
(2021)
Article
Computer Science, Interdisciplinary Applications
Seyedahmad Rahimi, Valerie J. Shute, Curt Fulwider, Katie Bainbridge, Renata Kuba, Xiaotong Yang, Ginny Smith, Ryan S. Baker, Sidney K. D'Mello
Summary: Research indicates that embedding learning supports in educational games can promote learning and other outcomes, but there are tradeoffs in terms of the timing and form of support. The findings of this study can help advance the design of educational games intended to enhance students' learning.
COMPUTERS & EDUCATION
(2022)
Review
Psychology, Multidisciplinary
Carla Sousa, Sara Rye, Micael Sousa, Pedro Juan Torres, Claudilene Perim, Shivani Atul Mansuklal, Firdaous Ennami
Summary: The unique characteristics of games have led scientific research to focus on their potential role in learning processes. Currently, the effectiveness of digital games in fostering experiential learning and skill acquisition is well-supported. Surprisingly, analog games have grown in popularity in the post-digital era. A systematic literature review was conducted to explore the potential of board, tabletop, or other analog games in learning processes. The study found that these games have positive effects on educational contexts, promoting a broad range of knowledge, cognitive, and psychological outcomes, as well as soft skills and other aspects typically associated with meaningful learning. However, limitations were identified in the pedagogical approaches studied, including a lack of consideration for game design aspects and accessibility and inclusion.
FRONTIERS IN PSYCHOLOGY
(2023)
Article
Education & Educational Research
Sonsoles Lopez-Pernas, Mohammed Saqr, Aldo Gordillo, Enrique Barra
Summary: Learning analytics methods are useful in revealing students' behavior in educational escape room games, including differences in time sequence and knowledge acquisition.
INTERACTIVE LEARNING ENVIRONMENTS
(2022)
Article
Green & Sustainable Science & Technology
Valentina Terzieva, Boyan Bontchev, Yavor Dankov, Elena Paunova-Hubenova
Summary: This research presents the application of personalized learning to educational video games and explores the characteristics to be considered, students' preferences, and the organization of the personalization process. Practical experiments are conducted to find the answers and the results of students' preferences are critically examined.
Article
Computer Science, Interdisciplinary Applications
Seyedahmad Rahimi, Valerie Shute, Renata Kuba, Chih-Pu Dai, Xiaotong Yang, Ginny Smith, Cristina Alonso Fernandez
Summary: The study found that the incentive system effectively increased students' frequency of accessing content-related supports and decreased their reliance on solution videos. Additionally, students who accessed more content-related supports achieved higher posttest scores and solved more game levels compared to those who accessed fewer supports.
COMPUTERS & EDUCATION
(2021)
Review
Psychology, Multidisciplinary
Liuxia Pan, Ahmed Tlili, Jiaping Li, Feng Jiang, Gaojun Shi, Huiju Yu, Junfeng Yang
Summary: The study identified difficulties in implementing GBL in classrooms including infrastructure, resources, theoretical guidance, teacher's capabilities and acceptance of GBL. To address these issues, a technology enhanced GBL model was constructed, and the Delphi method was used to gather input from scholars, experts, teachers, and school managers on implementing GBL in smart classrooms.
FRONTIERS IN PSYCHOLOGY
(2021)
Article
Education & Educational Research
Adam Kenneth Dube, Nicholas Joseph Dube
Summary: The shift to digital learning during the pandemic may lead to the adoption of educational games in classrooms, but challenges include a lack of teacher training in using games for learning and the difficulty of finding high-quality learning games. Recent research offers insights into how teachers can effectively use games for learning and which types of educational games are effective, guiding the development of policies to facilitate the adoption of games in classrooms.
ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT
(2021)
Review
Education, Scientific Disciplines
Yaqi Xu, Ying Lau, Ling Jie Cheng, Siew Tiang Lau
Summary: Game-based education shows promise in enhancing learning experiences among nursing students, with motivators of learning, facilitators of engagement, and affective response being key themes identified through quantitative and qualitative syntheses.
NURSE EDUCATION TODAY
(2021)
Review
Education & Educational Research
Yanjun Pan, Fengfeng Ke, Xinhao Xu
Summary: Numerous literature reviews have been conducted in the past decade to examine the effectiveness of learning games. However, prior reviews mainly focused on summarizing research trends and the impact of games on learning, without providing critical information about the integration of learning and gameplay or the design features of the games. This review specifically focuses on recent empirical studies that implement learning games for K-12 mathematics education from 2008 to 2021, identified through a systematic search of databases. Forty-three papers were found through a three-stage data extraction process. The review identifies the trends in implementing learning games in mathematics education and discusses the design and integration of math content in gameplay. It suggests that further research is needed to explore the design and use of learning games for math learning in K-12 settings, and provides recommendations for future game-based learning design and research.
EDUCATIONAL RESEARCH REVIEW
(2022)
Article
Psychology, Multidisciplinary
Feng Jiang, Dayan Shangguan
Summary: This paper explores the educational and entertainment aspects of educational games, and verifies the practicality through the establishment of an ARCS learning motivation model and educational game design framework. It also discusses the design framework of stimulating and sustaining learning in educational games, establishing a bridge between user learning behavior and entertainment behavior.
FRONTIERS IN PSYCHOLOGY
(2022)
Article
Computer Science, Information Systems
Jose A. Ruiperez-Valiente, Manuel J. Gomez, Pedro A. Martinez, Yoon Jeon Kim
Summary: Educational games are supported for classroom use, but some teachers have difficulty understanding how students use these games. To assist teachers, educational games should integrate learning analytics techniques to transform data into understandable information.
Article
Education & Educational Research
Isabel del Cura-Gonzalez, Gloria Ariza-Cardiel, Elena Polentinos-Castro, Juan A. Lopez-Rodriguez, Teresa Sanz-Cuesta, Jaime Barrio-Cortes, Blanca Andreu-Ivorra, Ricardo Rodriguez-Barrientos, Jose F. Avila-Tomas, Elisa Gallego-Ruiz-de-Elvira, Cristina Lozano-Hernandez, Jesus Martin-Fernandez
Summary: This study evaluated the impact of a game-based educational strategy, e-EDUCAGUIA, on the decision-making skills of family medicine residents. The results showed that e-EDUCAGUIA had a positive effect on knowledge and skills in the short term, but dropout rates were high.
BMC MEDICAL EDUCATION
(2022)
Article
Education & Educational Research
Siv-Elisabeth Skjelbred, Stephan Daus
Summary: This study investigates the effects of a marketing simulation game on student motivation, perceived learning, and achievement. The study highlights the importance of intervention timing, gender differences, and reflection opportunities in game experiences. Despite high satisfaction levels, no clear positive or negative effects of the game were found.
JOURNAL OF COMPUTER ASSISTED LEARNING
(2022)