2020
DOI: 10.1016/j.compedu.2019.103667
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Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review

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Cited by 165 publications
(129 citation statements)
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References 53 publications
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“…Other studies have shown positive effects, but the results of this activity are still lacking (Huizenga, Admiraal, ten Dam, & Voogt, 2019). In addition, further analysis shows that Game Based Learning can be useful for the mastery of the player's language, affective / psychological states, contemporary competencies, and participatory behavior (Acquah & Katz, 2020). These studies indicate that the use of game-based learning can affect the final assessment of learning in students.…”
Section: Resultsmentioning
confidence: 87%
“…Other studies have shown positive effects, but the results of this activity are still lacking (Huizenga, Admiraal, ten Dam, & Voogt, 2019). In addition, further analysis shows that Game Based Learning can be useful for the mastery of the player's language, affective / psychological states, contemporary competencies, and participatory behavior (Acquah & Katz, 2020). These studies indicate that the use of game-based learning can affect the final assessment of learning in students.…”
Section: Resultsmentioning
confidence: 87%
“…It is clear that DLGs are an effective tool. Ording to a study by Acquah and Katz [18]. In another study, Khazaie et al [19] found that computer educational games increase students' creativity and academic achievement.…”
Section: Introductionmentioning
confidence: 97%
“…Por otra parte, para poder incorporar las TIC al aula, éstas han de cumplir los objetivos de aprendizaje, planteados con su utilización, de ahí la presencia cada vez mayor de videojuegos y juegos serios (en inglés serious games) como refuerzo o elemento conductor del aprendizaje (Nin, Goldin y Carboni, 2019;Acquah y Katz, 2020), sin perder de vista el objetivo principal, el proceso y cumplimiento de propósitos de aprendizaje. Al respecto, Varguillas y Bravo (2020) sostienen que:…”
Section: Introductionunclassified
“…Por otro lado, la curiosidad del ser humano implica, en muchas ocasiones, que se incorporen recursos de los cuales no se tiene suficiente conocimiento, pero que el deseo inherente provocado por dicha curiosidad, junto con la de generar cambios y mejoras conlleva a su utilización. Prueba de ello se encuentra en el empleo, cada vez mayor de videojuegos comerciales y juegos serios (serious games) en las aulas con el fin de reforzar o ayudar en el proceso de enseñanzaaprendizaje (Nin, et al, 2019;Acquah y Katz, 2020).…”
Section: Introductionunclassified