2019
DOI: 10.1155/2019/4797032
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A Meta-Analysis of Use of Serious Games in Education over a Decade

Abstract: It seems necessary to review the literature to explore the effectiveness of serious games in education, since the number of studies on serious games is surging up. This study systematically reviewed the literature within around a recent decade. The trend of the number of publications related to use of serious games in education was firstly clarified based on the data retrieved from major databases. Secondly, various factors were determined that influenced the effect of serious game assisted learning. The major… Show more

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Cited by 394 publications
(245 citation statements)
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References 35 publications
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“… The game-based learning must have fair assessment to measure the learning growth and also to keep track the gameplay because progress provides immediate feedback for teachers for their teaching objective and content which also described by [45] and [77] as well as surprises in the game that could be reason of inspiration for effective use of game also mentioned by [75].…”
Section: Recommendationsmentioning
confidence: 99%
“… The game-based learning must have fair assessment to measure the learning growth and also to keep track the gameplay because progress provides immediate feedback for teachers for their teaching objective and content which also described by [45] and [77] as well as surprises in the game that could be reason of inspiration for effective use of game also mentioned by [75].…”
Section: Recommendationsmentioning
confidence: 99%
“…This study focuses on providing a better understanding of how to define supportive structures for the introduction and use of SSGs, thus some of the benefits and potential for new possibilities in using them need to be mentioned. According to several recent review papers [2,8,10,39], there has been a large increase in interest in SSGs during the last decade. While there are negative aspects related to this type of learning, there seem to be more positive experiences.…”
Section: Possibilities Provided By Ssgsmentioning
confidence: 99%
“…Digitalization is difficult to anchor in education settings with limited digital experience [5] or with instructors with little or no existing technical skills or interests [6]. To fully utilize digital or serious games, important limitations could include the following: lack of knowledge about how to align the aims of the games to the learning goals, unintended side effects from the digital transition [7], or missing game elements that allow for in-depth learning [8]. This is mainly due to difficulties concerning how to systematically introduce and assess effects [9] or illustrate empirical benefits [10].…”
Section: Introductionmentioning
confidence: 99%
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“…Punjab government is currently implementing and allow the educator to use silent analysis during classroom training and assessment, submit the results to a different website to monitor and review the performance of students for additional requirements. The foundation of the game should have an equal assessment to assess the learning increase and also to monitor games as progress provides educators with immediate feedback on what they want and which material, explains and surprises in the game that could be an explanation why games should be used successfully (Zhonggen, 2019…”
Section: Avoid the Evaluation By The Third Party Which Thementioning
confidence: 99%