2018
DOI: 10.1016/j.chb.2017.10.040
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A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations

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Cited by 246 publications
(178 citation statements)
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References 43 publications
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“…Serious games imply both opportunities and barriers-both in terms of communication, inclusivity and to some extent regarding their legitimacy when dealing with complex issues [31,32]. While this study demonstrated a positive result on the engagement and interest for climate adaptation for the participating high school students, it also raises question regarding the level of terminology, and to what extent the aspects of the gameplay, in terms of single-player or roleplay mode, as well as the complexity of the feedback system, influenced the game experience.…”
Section: Discussionmentioning
confidence: 99%
“…Serious games imply both opportunities and barriers-both in terms of communication, inclusivity and to some extent regarding their legitimacy when dealing with complex issues [31,32]. While this study demonstrated a positive result on the engagement and interest for climate adaptation for the participating high school students, it also raises question regarding the level of terminology, and to what extent the aspects of the gameplay, in terms of single-player or roleplay mode, as well as the complexity of the feedback system, influenced the game experience.…”
Section: Discussionmentioning
confidence: 99%
“…A related issue is whether playing educational games and educational apps actually initiates transfer of the content and skills that they are designed to impart (Lamb, Annetta, Firestone, & Etopio, 2018) rather than serving as a vehicle for executing a given game mechanic (i.e., slicing zombies in thirds to illustrate fractions). This consideration has ramifications for how teachers and parents evaluate and select educational apps for instructional use (Lee & Kim, 2015).…”
Section: Transfer Of Learningmentioning
confidence: 99%
“…In order to accomplish this transition from one to the other, VR environments require immersion and realism along with the ability to construct knowledge through interaction. Immersion and realism will allow VR tools to train for similar tasks and reasoning in the real world as found in other studies (Lamb, 2016;Lamb, Annetta, Firestone, & Etopio, 2018). As a result, VR environments provide rich teaching opportunities and help to improve learners' ability to analyze problems and explore new concepts associated with the environment.…”
Section: Discussionmentioning
confidence: 79%
“…Immersion can take one of multiple forms: psychological, sensory, and/or physiological (Tan & Nijholt, 2010). The mixture of these three forms of immersion in VR is what increases the learning opportunities in VR (Dalgarno & Lee, 2010;Lamb, Annetta, Firestone, & Etopio, 2018). Immersion in each of these three forms partially arises from the infusion of highly realistic digital content into virtual environments.…”
Section: Immersion In Virtual Realitymentioning
confidence: 99%
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