A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations

Educational games and simulations provide teachers with powerful tools for teaching students in the sciences. Within the broad category of educational gaming, there are several types of games to include Serious Educational Games (SEG), Educational Simulations (ES), and Serious Games (SG). The purpos...

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Published inComputers in human behavior Vol. 80; pp. 158 - 167
Main Authors Lamb, Richard L., Annetta, Leonard, Firestone, Jonah, Etopio, Elisabeth
Format Journal Article
LanguageEnglish
Published Elmsford Elsevier Ltd 01.03.2018
Elsevier Science Ltd
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Online AccessGet full text
ISSN0747-5632
1873-7692
DOI10.1016/j.chb.2017.10.040

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Abstract Educational games and simulations provide teachers with powerful tools for teaching students in the sciences. Within the broad category of educational gaming, there are several types of games to include Serious Educational Games (SEG), Educational Simulations (ES), and Serious Games (SG). The purpose of this meta-analysis is to characterize and compare outcomes related to serious educational games, serious games, and educational simulations as they are presented in the educational literature. Specifically the authors intend to fill gaps left by previous studies, include major finding, and assess the current state of the field related to the use of these innovative technologies. The results of this study are in line with previous studies suggesting higher cognitive gains and increases in positive affective toward learning from subjects using SEGs, SGs, and ES. Effects were calculated from 46 empirical experimental studies. The examined studies suggest that ES, SGs, and SEGs do not differ in a statistically significant way when compared to traditional instruction but do differ from each other. More to this point, effect size outcomes are suggestive of a cumulative medium effect for cognition (d=.67) and affect (d=.51) with a small effect for behavior (d=.04). •Three-dimensional games provide the greatest effect.•Effects do not seem to persist in the university and above level.•Greatest effect for games is seen in the development of skills.•SEGs are more effective in increasing outcomes than SGs and simulations.
AbstractList Educational games and simulations provide teachers with powerful tools for teaching students in the sciences. Within the broad category of educational gaming, there are several types of games to include Serious Educational Games (SEG), Educational Simulations (ES), and Serious Games (SG). The purpose of this meta-analysis is to characterize and compare outcomes related to serious educational games, serious games, and educational simulations as they are presented in the educational literature. Specifically the authors intend to fill gaps leftby previous studies, include major finding, and assess the current state of the field related to the use of these innovative technologies. The results of this study are in line with previous studies suggesting higher cognitive gains and increases in positive affective toward learning from subjects using SEGs, SGs, and ES. Effects were calculated from 46 empirical experimental studies. The examined studies suggest that ES, SGs, and SEGs do not differ in a statistically significant way when compared to traditional instruction but do differ from each other. More to this point, effect size outcomes are suggestive of a cumulative medium effect for cognition (d=.67) and affect (d=.51) with a small effect for behavior (d=.04).
Educational games and simulations provide teachers with powerful tools for teaching students in the sciences. Within the broad category of educational gaming, there are several types of games to include Serious Educational Games (SEG), Educational Simulations (ES), and Serious Games (SG). The purpose of this meta-analysis is to characterize and compare outcomes related to serious educational games, serious games, and educational simulations as they are presented in the educational literature. Specifically the authors intend to fill gaps left by previous studies, include major finding, and assess the current state of the field related to the use of these innovative technologies. The results of this study are in line with previous studies suggesting higher cognitive gains and increases in positive affective toward learning from subjects using SEGs, SGs, and ES. Effects were calculated from 46 empirical experimental studies. The examined studies suggest that ES, SGs, and SEGs do not differ in a statistically significant way when compared to traditional instruction but do differ from each other. More to this point, effect size outcomes are suggestive of a cumulative medium effect for cognition (d=.67) and affect (d=.51) with a small effect for behavior (d=.04). •Three-dimensional games provide the greatest effect.•Effects do not seem to persist in the university and above level.•Greatest effect for games is seen in the development of skills.•SEGs are more effective in increasing outcomes than SGs and simulations.
Author Firestone, Jonah
Etopio, Elisabeth
Annetta, Leonard
Lamb, Richard L.
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Snippet Educational games and simulations provide teachers with powerful tools for teaching students in the sciences. Within the broad category of educational gaming,...
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SubjectTerms Cognition
Computer & video games
Computer simulation
Education
Educational software
Empirical analysis
Games
Learning
Meta-analysis
Moderators
Serious educational games
Simulation
Video games
Title A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations
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