2020
DOI: 10.3897/jucs.2020.054
|View full text |Cite
|
Sign up to set email alerts
|

A Systematic Review of Research about Game-based Learning in Virtual Worlds

Abstract: While a substantial body of literature has well-documented and demonstrated considerable potentials of virtual worlds (VWs) across a variety of learning subjects, little is known today regarding game-based learning (GBL) approaches that can be applied. This systematic literature review presents the current state of knowledge and practice about GBL approaches in VWs from Primary and Secondary (K-12) to Higher education (HE). It provides guidance for instructional designers and scholars by systematically apprais… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

2
34
0
1

Year Published

2021
2021
2025
2025

Publication Types

Select...
8
1

Relationship

2
7

Authors

Journals

citations
Cited by 35 publications
(37 citation statements)
references
References 20 publications
(100 reference statements)
2
34
0
1
Order By: Relevance
“…Collective VR spaces enable the wider application of blended active learner-centered instructional design strategies such as problem-, project and game-based learning [49,50]. Online learning in social VR allows the wider deployment of game-based learning methods.…”
Section: Vr In Educationmentioning
confidence: 99%
“…Collective VR spaces enable the wider application of blended active learner-centered instructional design strategies such as problem-, project and game-based learning [49,50]. Online learning in social VR allows the wider deployment of game-based learning methods.…”
Section: Vr In Educationmentioning
confidence: 99%
“…Definitions of game-based learning (GBL) vary. Systematic reviews of research include GBL (a) on its own (Jabbar & Felicia, 2015), (b) in relation to online learning environments (Tsai & Fan, 2013) and virtual worlds (Pellas & Mystakidis, 2020), (c) associated with digital technologies or digital game-based learning (DGBL, Chang & Hwang, 2019), and (d) applied to specific environments, such as Augmented Reality (ARGBL, Pellas et al, 2019). Respectively, definitions of GBL in these systematic reviews include learning (a) that occurs in digital or nondigital game worlds (Jabbar & Felicia, 2015); (b) that includes "any initiative that combines or mixes video games and education" (Tsai & Fan,p.…”
Section: Game-based Learningmentioning
confidence: 99%
“…VR benefits can be traced in the cognitive, affective, and social domains [19]. Students who have followed VR-supported instruction have successfully achieved better outcomes than their counterparts in traditional (lecture-style) formats [17,25]. Viewing 360, spherical immersive VR videos can increase attention and teachers' professional noticing capabilities [18].…”
Section: Pedagogical Value Of Ar and Vr-impact On Student Performancementioning
confidence: 99%
“…AR enriches digital storytelling options especially in humanities, social sciences, languages, and interdisciplinary HASS subjects [36]. On the other hand, inquiry-based learning in VR environments is suitable for the autonomous, self-directed, and cooperative of students of all ages, especially in STEM related disciplines [25]. Since this OPD program was horizontally offered to K-12 educators of all disciplines, it was crucial to ensure its content is relevant, inclusive, and applicable in multiple school settings and for all student age groups.…”
mentioning
confidence: 99%