Research on the impact of educational games on learning achievements from the perspective of learning science
Journal: Region - Educational Research and Reviews DOI: 10.32629/rerr.v6i7.2595
Abstract
This paper reviews the impact of educational games on learning outcomes from a learning science perspective. Using literature review, quasi-experiments, and meta-analysis, it finds educational games moderately enhance learning, particularly in primary education and practical knowledge. However, challenges like a lack of long-term studies, design limitations, balance issues, content alignment, and evaluation methods are noted. Recommendations include long-term studies, improved design, balanced content, curriculum integration, and comprehensive evaluation are proposed. Educational games have potential, but further research is needed to optimize their educational use.
Keywords
learning science; educational games; learning outcomes
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[2] Pei LS, Shang JJ. 2015. Analysis of the context and hotspots of research on electronic games and education: quantitative results based on the hundred year literature of the science citation database (WOS). Journal of Distance Education, 33(2).
[3] Shen LY, Zhao AJ, Dong R. 2012. The development of China's open education in the new stage from premium courses to premium video open courses. Modern Educational Technology, 11: 62-67
[4] He WB, Dong YQ. 2021. Research on the impact of educational games on students' learning effectiveness: meta analysis based on 41 experiments and quasi experiments. Modern Educational Technology, 31 (04): 44-50
[5] Wang SH. 2019. Research on the application effect of educational games in primary school mathematics: taking "understanding time" as an example. China Education Technology Equipment, 7: 116-118.
[6] Lay A, Osman K. 2018. Developing 21st century chemistry learning through designing digital games. Journal of Education in Science Environment & Health, 4: 81-92.
[7] Li YX, Li H, De XQ, et al. 2017. An empirical study on gamified learning promoting students' personalized development: taking GraphoGame pinyin game as an example. China Electronic Education, 5: 95-101.
[8] Sung HY, Hwang GJ, Lin CJ, et al. 2017. Experiencing the Analects of Confucius: an experiential game-based learning approach to promoting students' motivation and conception of learning. Computers & Education,110:143-153.
[9] Charlier N, De Fraine B. 2013. Game-based learning as a vehicle to teach first aid content: a randomized experiment. Journal of School Health, 7: 493-499.
[10] Shang JJ, Zeng JL, Zhou JY. 2022. Research on the design and application of mathematical space games from the perspective of learning science. Electronic Education Research, 43(07): 63-72.
[11] Li YB, Song JY, Yao QH. 2019. A study on the influence of gamified learning methods on students' learning effectiveness: meta analysis based on 35 experimental and quasi experimental studies. Research on Electronic Education, 40(11): 56-62
[12] Ren Y, An T, Ling R. 2021. A study on the impact of educational games on students' academic performance: meta analysis based on 63 experimental and quasi experimental studies. Shanghai Education Research, 3: 33-40
[13] Duan CY. 2017. Research on the impact of educational games on students' academic achievement: meta analysis based on 48 experimental and quasi experimental studies. Open Education Research, 23(04): 65-75.
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