2021
DOI: 10.1111/bjet.13067
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Investigating learners' engagement and science learning outcomes in different designs of participatory simulated games

Abstract: This is an open access article under the terms of the Creative Commons Attribution-NonCommercial-NoDerivs License, which permits use and distribution in any medium, provided the original work is properly cited, the use is non-commercial and no modifications or adaptations are made.

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Cited by 21 publications
(13 citation statements)
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References 35 publications
(54 reference statements)
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“…ese significant studies contributed the most to the positive effects on motivation [61]. By contrast, the findings of effect sizes on significantly increased if the studies of Pan et al [31], Sánchez et al [26], and Lee et al [50] were omitted. ese nonsignificant studies contributed the most limiting power to the effects on motivation [61].…”
Section: Do Gamification and Game-based Learning Exert Different Effe...mentioning
confidence: 98%
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“…ese significant studies contributed the most to the positive effects on motivation [61]. By contrast, the findings of effect sizes on significantly increased if the studies of Pan et al [31], Sánchez et al [26], and Lee et al [50] were omitted. ese nonsignificant studies contributed the most limiting power to the effects on motivation [61].…”
Section: Do Gamification and Game-based Learning Exert Different Effe...mentioning
confidence: 98%
“…Authors and publication years Game-related pedagogical models Game-related pedagogies Research domains [27] Leverage learning with gamification Gamification Learning achievement [48] Machine learning inspired approach Gamification Learning achievement [49] Integration of board games and augmented reality (AR) Gamification Intrinsic motivation Extrinsic motivation [13] Serious educational games (SEG) Gamification Learning achievement [30] Virtual reality (VR): a virtual ecological environment Game-based learning Learning achievement [32] Open and flexible blended learning environments Game-based learning Learning achievement [28] Multigenre digital game-based instruction (MGI) Game-based learning Learning achievement [29] Physical games stimulating acquisition Game-based learning Learning achievement [50] Multiteam After raising the research hypotheses, we searched the research materials compatible with the meta-analytic techniques.…”
Section: Nomentioning
confidence: 99%
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“…In particular, social media can be used for informal science learning (Lundgren et al, 2022). Obstacles & challenges also need to be identified (Christidou et al, 2022) Forms of implementing science learning: formal, informal, & non-formal 3 Integrated urgency (Suraiya et al, 2020) & science learning spaces need to reduce social/gender inequality (Dawson et al, 2020), social positioning (Brookes et al, 2021), ethnopedagogy (Rahmawati et al, 2020), environmentally-based (Nusantari et al, 2020), climate change awareness (Jeong et al, 2021), indigenous science (Zidny et al, 2021), socio-scientific issues-based (Nida, Mustikasari, et al, 2021), life-based experiential learning (Acharya et al, 2022), religion & culture on student attitudes (Kurniawan et al, 2022) (Kim, 2020), spatial abilities (Chen et al, 2020), student engagement (Bae & Lai, 2020;Lee et al, 2021;Pierson et al, 2021), students' situational engagement (Inkinen et al, 2020), & productive disciplinary engagement (Koretsky et al, 2021;Membiela et al, 2022).…”
Section: Perspectives Of Science Learningmentioning
confidence: 99%
“…Students are allowed to conduct system simulation tests designed to resemble real settings or settings, taking place continuously. The attitude of participation as a constant reflection supports students' cognitive to be active, play a role, and connect emotionally to increase exploratory behavior (Lee et al, 2021).…”
Section: Introductionmentioning
confidence: 99%