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 in | Computers in human behavior Vol. 80; pp. 158 - 167 |
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Main Authors | , , , |
Format | Journal Article |
Language | English |
Published |
Elmsford
Elsevier Ltd
01.03.2018
Elsevier Science Ltd |
Subjects | |
Online Access | Get full text |
ISSN | 0747-5632 1873-7692 |
DOI | 10.1016/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. |
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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. |
Author_xml | – sequence: 1 givenname: Richard L. surname: Lamb fullname: Lamb, Richard L. email: rllamb@buffalo.edu organization: University at Buffalo, United States – sequence: 2 givenname: Leonard surname: Annetta fullname: Annetta, Leonard email: annettal16@ecu.edu organization: East Carolina University, United States – sequence: 3 givenname: Jonah surname: Firestone fullname: Firestone, Jonah email: jonah.firestone@tricity.wsu.edu organization: Washington State University Tri-Cities, United States – sequence: 4 givenname: Elisabeth surname: Etopio fullname: Etopio, Elisabeth email: etopio@buffalo.edu organization: University at Buffalo, United States |
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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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