Serious games as new educational tools: how effective are they? A meta-analysis of recent studies.
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 vide...
| Published in: | Journal of Computer Assisted Learning Vol. 29; no. 3; pp. 207 - 220 |
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| Main Authors: | , , |
| Format: | research systematic review tables/charts Journal Article |
| Published: |
Wiley-Blackwell
Jun2013
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| Online Access: | View this record in EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=104264619&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 104264619 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 02664909 6M1 jtl: Journal of Computer Assisted Learning issn: 02664909 maglogo: Y pubinfo: dt: Jun2013 vid: 29 iid: 3 pid: 480 pub: Wiley-Blackwell place: Malden, Massachusetts artinfo: ui: 104264619 86659030 10.1111/j.1365-2729.2012.00489.x 104264619 ppf: 207 ppct: 13 formats: tig: atl: Serious games as new educational tools: how effective are they? A meta-analysis of recent studies. aug: au: Girard, C. Ecalle, J. Magnan, A. affil: Laboratoire Etude des Mécanismes Cognitifs (EA 3082), Université Lyon (2), Bron Cédex, France sug: subj: Computer-Assisted Instruction Video Games Learning Professional Practice, Evidence-Based Educational Measurement PubMed Meta Analysis Human ab: 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. pubtype: Academic Journal doctype: meta analysis research systematic review tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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