Serious games have become increasingly available to educators. Empirical studies and meta-analyses have examined their impact on learning achievement. However, natural sciences could have a special relation to serious games by their systematic use of quantitative and predictive models that can generate microworlds and simulations. Since no known meta-analysis on serious games observed a significant impact in the specific context of science learning, the present meta-analysis synthesized results from 79 empirical studies that compared the impact on science learning achievement of instruction using serious games versus instruction using more conventional methods. Consistent with theory and past meta-analyses not specifically related to science learning, post-instruction learning achievement was weakly to moderately higher for declarative knowledge, knowledge retention and procedural knowledge for students taught with serious games. Furthermore, findings of the present work suggest that five moderator variables produced significant effects on the relationship between playing serious games and learning outcomes, and three showed consistent variations in mean effect size that could lead to significance, with more studies and larger samples. These findings are discussed in connection with previous meta-analyses' findings, potential pedagogical implications and possible future research.
Millions of students follow online classes which are delivered in video format. Several studies examine the impact of these video formats on engagement and learning using explicit measures and outline the need to also investigate the implicit cognitive and emotional states of online learners. Our study compared two video formats in terms of engagement (over time) and learning in a between-subject experiment. Engagement was operationalized using explicit and implicit neurophysiological measures. Twenty-six (26) subjects participated in the study and were randomly assigned to one of two conditions based on the video shown: infographic video or lecture capture. The infographic video showed animated graphics, images, and text. The lecture capture showed a professor, providing a lecture, filmed in a classroom setting. Results suggest that lecture capture triggers greater emotional engagement over a shorter period, whereas the infographic video maintains higher emotional and cognitive engagement over longer periods of time. Regarding student learning, the infographic video contributes to significantly improved performance in matters of difficult questions. Additionally, our results suggest a significant relationship between engagement and student performance. In general, the higher the engagement, the better the student performance, although, in the case of cognitive engagement, the link is quadratic (inverted U shaped).
Enterprise Resource Planning (ERP) systems have had a significant impact on business organizations. These large systems offer opportunities for companies regarding the integration and functionality of information technology systems; in effect, companies can realize a competitive advantage that is necessary in today’s global companies. However, effective training for the incorporation and use of these large-scale systems is difficult and challenging; improved strategies for effective training include the use of business simulations. The question of the effectiveness of training remains—“How do we measure learning?”. In a recent Simulation & Gaming article “Business Simulations and Cognitive Learning”, Anderson and Lawton (2009) focus on research associated with the assessment of cognitive learning in business simulations. They indicate that little progress has occurred in objectively assessing cognitive learning in simulations and call for research that might help determine whether simulations accomplish what they purport to achieve in terms of participant learning. In this research note, objective measures of learning are presented. The results of objective measures of learning are compared with those of self-assessed perceptions of learning in the context of an ERP business simulation game. Based on the comparisons of learning measures, self-assessed measure results were not different from those of objective measures; moreover, learning did occur.
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