2022
DOI: 10.1002/tea.21765
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Game‐based learning has good chemistry with chemistry education: A three‐level meta‐analysis

Abstract: Game‐based learning (GBL) may address the unique characteristics of a single subject such as chemistry. Previous systematic reviews on the effects of GBL have yielded contradictory results concerning cognitive and motivational outcomes. This meta‐analysis aims to: (a) estimate the overall effect size of GBL in chemistry education on cognitive, motivational, and emotional outcomes compared with non‐GBL (i.e., media comparison); (b) examine possible moderators of the effects; and (c) identify the more effective … Show more

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Cited by 28 publications
(21 citation statements)
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“…Moreover, it has been proven that implementing VR experiences can inhibit effective learning by overloading the cognitive processing with overwhelming information [7]. While games can sustain engagement and active involvement of the trainee, researchers have mentioned that implementing game elements does not automatically make the training motivating [8]. It is a more complex interplay between cognitive capabilities and psychological factors of the learner.…”
Section: Theoretical Design Foundationmentioning
confidence: 99%
“…Moreover, it has been proven that implementing VR experiences can inhibit effective learning by overloading the cognitive processing with overwhelming information [7]. While games can sustain engagement and active involvement of the trainee, researchers have mentioned that implementing game elements does not automatically make the training motivating [8]. It is a more complex interplay between cognitive capabilities and psychological factors of the learner.…”
Section: Theoretical Design Foundationmentioning
confidence: 99%
“…Furthermore, game-based learning -the integration of learning contents into games for educational purposes, fosters the constructivist learning approach promoting personalised learning and new knowledge construction (Nino & Evans, 2015). Science, Technology, Engineering, and Mathematics (STEM) subjects have been found to benefit from games as a pedagogical tool (Hu et al, 2022;Suzuki et al, 2021). Games can potentially make the learning and retention of knowledge in these subjects more effective while improving learners' experience.…”
Section: Introductionmentioning
confidence: 99%
“…The idea of educational games is here taken to be to channel some of the energy players lavishly spend on games with no or very little educationally relevant content towards games from which players can learn useful knowledge and skills. While a lot of enthusiasm appears to exist for the endeavour, and great expectations are regularly formulated (Xi & Hamari, 2019), the purposeful exploitation of play for learning has yet met with often mixed results (Cermak-Sassenrath, 2022;Dichev & Dicheva, 2017;Koivisto & Hamari, 2019), and has also drawn a fair amount of criticism (Fizek, 2014;Raczkowski, 2014;Dichev & Dicheva, 2017;Tulloch & Randell-Moon, 2018). Many hard questions about the intricate connections between play, learning theories, and practical implementations continue to exist (Rodrigues da Silva et al, 2019).…”
Section: Introductionmentioning
confidence: 99%
“…Topics covered in these publications are suitable for high school and college classes, although, as we detail below, these games are primarily focused on general and organic chemistry topics rather than inorganic topics. In addition to the increase in publications, we are excited to see that chemists from around the world play an active role in developing chemistry games, sometimes in different languages, that engage their students while fulfilling learning objectives within their curriculum. , We hope this Editorial will inspire you to consider games for your classroom and inspire you to add to the fun by crafting a game of your own.…”
mentioning
confidence: 99%
“…In addition to the increase in publications, we are excited to see that chemists from around the world play an active role in developing chemistry games, sometimes in different languages, that engage their students while fulfilling learning objectives within their curriculum. 1,2 We hope this Editorial will inspire you to consider games for your classroom and inspire you to add to the fun by crafting a game of your own.…”
mentioning
confidence: 99%