Serious games as new educational tools: how effective are they? A meta-analysis of recent studies

Serious games as new educational tools: how effective are they? A meta-analysis of recent studies
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DOI:
10.1111/j.1365-2729.2012.00489.x
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发表时间:
2013-06-01
影响因子:
5
通讯作者:
Magnan, A.
Magnan, A.
中科院分区:
教育学2区
文献类型:
--
作者:
Girard, C.;Ecalle, J.;Magnan, A.

文献摘要

被引文献

相似文献

计算机辅助学习被认为是改善成人和儿童学习的有效工具。近年来,所谓的严肃游戏(SG)的出现充斥着教育游戏市场。在本文中,术语“严肃游戏”用于指旨在服务于有用目的的视频游戏(VG)。本研究旨在探讨虚拟角色扮演和虚拟角色扮演对球员学习和投入的影响。在指出所获得的结果的不同性质和不可能达到任何可靠的结论,在学习的有效性的VG和SG,我们强调现有文献的局限性,并提出了一些建议,为今后的研究。
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.