Do educational games affect students' achievement emotions? Evidence from a meta‐analysis.
Background: Researchers debate whether game‐based learning (GBL) affects students' achievement emotions, as past studies yielded mixed results. Objectives: This study determines the overall effect of GBL on students' positive achievement emotion and their negative achievement emotions (PAEs, NAEs),...
| Published in: | Journal of Computer Assisted Learning Vol. 38; no. 4; pp. 946 - 960 |
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| Main Authors: | , , , |
| Format: | research systematic review tables/charts Journal Article |
| Published: |
Wiley-Blackwell
Aug2022
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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=157845805&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 157845805 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 02664909 6M1 jtl: Journal of Computer Assisted Learning issn: 02664909 maglogo: Y pubinfo: dt: Aug2022 vid: 38 iid: 4 pid: 480 pub: Wiley-Blackwell place: Malden, Massachusetts artinfo: ui: 157845805 155788753 157845805 157845805 10.1111/jcal.12664 157845805 ppf: 946 ppct: 14 formats: tig: atl: Do educational games affect students' achievement emotions? Evidence from a meta‐analysis. aug: au: Lei, Hao Wang, Chenxin Chiu, Ming Ming Chen, Shuangye affil: Institute of Curriculum and Instruction, Faculty of Education, East China Normal University, Shanghai, China sug: subj: Learning Methods Psychosocial Factors Games Psychosocial Factors Academic Achievement Psychosocial Factors Emotions Evaluation Educational Technology Cultural Values Age Factors Sex Factors Human Systematic Review Meta Analysis Confidence Intervals Descriptive Statistics ERIC Database Psycinfo Students, Elementary Psychosocial Factors Students, Middle School Psychosocial Factors Students, High School Psychosocial Factors Students, College Psychosocial Factors Male Female Funding Source Male Female ab: Background: Researchers debate whether game‐based learning (GBL) affects students' achievement emotions, as past studies yielded mixed results. Objectives: This study determines the overall effect of GBL on students' positive achievement emotion and their negative achievement emotions (PAEs, NAEs), along with their moderators. Methods: This meta‐analysis examined true or quasi‐experimental studies, reported in English or Chinese, and with students (ranging from primary schools to universities) who did not report physiological and/or psychological illnesses. Results: Compared to traditional instruction, GBL had a positive effect on students' PAEs (g =0.526, k = 39, 95% CI = [0.319, 0.733]) and a negative effect on NAEs (g = −0.517, k = 22, 95% CI = [−0.709, −0.324]). GBL's positive effects on students' PAEs were (a) largest in middle school and otherwise generally larger in higher grades, and (b) largest for competition GBLs (compared to cooperative or individual GBLs). GBL's negative effects on students' NAEs were (a) larger in collectivist cultures than individualistic ones, (b) progressively larger in primary school, middle school, and university, (c) larger for non‐digital games than digital games, (d) smallest for individual games, (e) progressively larger in mathematics, social sciences, language, science, and highest in engineering and technology, and (f) smallest for extremely short or extremely long intervention durations (very short: up to 45 min; very long: over 2 months). Take Away: GBL often increases students' PAEs and decreases their NAEs, though their effect sizes differ across cultural values, grade level, game type, academic subject, or intervention duration. Hence, educators should consider these aspects when designing / selecting education games for their students and instructional contexts. Lay Description: What is already known: There are many definitions concerning educational games, resulting in a lack of consensus in conceptualisation.The impact of educational games on students' learning and development has aroused significant interest among scholars.As previous studies have shown mixed results, whether GBL supports or hinders students' achievement emotions remains ambiguous. What this paper adds: Contribution to a clarification of the overall effect sizes of educational games on students' positive and negative achievement emotions (PAEs and NAEs).Insights into the impacts of educational games on students' PAEs and NAEs taking into account some moderator variables (e.g., cultural values, grade level, game type, academic subject, intervention duration). Implications for practice: Planners, implementers and evaluators of GBL should carefully consider the appropriateness of digital games in learning.GBL can be appropriately applied in teaching to control the fluctuations of middle school students' NAEs.Concrete suggestions for future research are discussed. 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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