2006
DOI: 10.2190/flhv-k4wa-wpvq-h0ym
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Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis

Abstract: Substantial disagreement exists in the literature regarding which educational technology results in the highest cognitive gain for learners. In an attempt to resolve this dispute, we conducted a meta-analysis to decipher which teaching method, games and interactive simulations or traditional, truly dominates and under what circumstances. It was found that across people and situations, games and interactive simulations are more dominant for cognitive gain outcomes. However, consideration of specific moderator v… Show more

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Cited by 750 publications
(565 citation statements)
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References 63 publications
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“…The learning outcomes for these STEM video games ranged from 7 percent to 40 percent better than lecture. 314 The smallest differences were for situations where the control was a classroom taught by a highly interactive teacher (e.g., in the case of the electrostatics game Supercharged! ); the largest differences were for cases where the control was a large college lecture class (e.g., Virtual Cell, which covers college cell biology).…”
Section: Videogames-based Learningmentioning
confidence: 99%
“…The learning outcomes for these STEM video games ranged from 7 percent to 40 percent better than lecture. 314 The smallest differences were for situations where the control was a classroom taught by a highly interactive teacher (e.g., in the case of the electrostatics game Supercharged! ); the largest differences were for cases where the control was a large college lecture class (e.g., Virtual Cell, which covers college cell biology).…”
Section: Videogames-based Learningmentioning
confidence: 99%
“…An attitude is a tendency to evaluate an object in terms of favorable or unfavorable attribute dimensions (Ajzen, 2001), which distinguishes attitudes from beliefs or opinions (van Aalderen-Smeets, Walma van der Molen, & Asma, 2012). In turn, teaching with computer simulations can positively impact attitudes toward learning (Khan, 2011;Vogel et al, 2006;Zacharia & Anderson, 2003).…”
Section: Introductionmentioning
confidence: 99%
“…Outro ponto é que investigações existentes carecem de uma metodologia que identifique de forma mais ampla a diversidade de aprendizagens possíveis ao se utilizar um jogo como ferramenta educacional, não apenas centrada em fatos e conceitos (Connolly, Boyle, MacArthur, Hainey, & Boyle, 2012;Svingby & Nilsson, 2011;Vogel, Vogel, Cannon-Bowers, Bowers, Muse & Wright, 2006).…”
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