Tsai and Tsai also found that students at different educational levels significantly benefitted from game-based science learning. Gao et al. (2020) comprehensively analyzed 30 stud...
Moreover, poorly designed educational games may produce extra cognitive load, which may make the learning worse compared with traditional instructional approaches (Wang, 2020). The...
By systematically searching, selecting, and critically evaluating relevant empirical studies, the researchers ensure the inclusion of high-quality evidence in the analysis. Meta-an...
Digital game-based learning can be used by educators to support students in developing skills. This review examined the effect of digital game-based learning on student learning at...
The purpose of this study is to map the emerging trends of gamification and game-based learning (GBL) in the Vocational and Education Training (VET) sector. For this purpose, a Sys...
Addressing concerns Connolly, Boyle, Hainey, Macarthur, and Boyle (2012) undertook an extensive systematic literature review of empirical evidence about the positive impacts and ou...
This article reviews the literature that compares the instructional effectiveness of games to conventional classroom instruction. Studies dealing with empirical research rather tha...
The objective of this study is to examine and compare the impact of serious games and gamification on learning achievement and motivation. The results of the meta-analysis indicate...
Hence, a guiding approach for ... evaluation questions to specify metrics and analysis methods to guide the assessment of our learning game (Diamond, Horn, and Uttal Citation2016)....
The purpose of this scoping review is to identify the uses, methodologies, concepts, and learning outcomes of educational research on video game based learning in secondary...
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