Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies

C Girard, J Ecalle, A Magnan - Journal of computer assisted …, 2013 - Wiley Online Library
Computer‐assisted learning is known to be an effective tool for improving learning in both
adults and children. Recent years have seen the emergence of the so‐called 'serious games …

Designing and integrating purposeful learning in game play: A systematic review

F Ke - Educational Technology Research and Development, 2016 - Springer
Via a systematic review of the literature on learning games, this article presents a systematic
discussion on the design of intrinsic integration of domain-specific learning in game …

Game-based learning in science education: A review of relevant research

MC Li, CC Tsai - Journal of Science Education and Technology, 2013 - Springer
The purpose of this study is to review empirical research articles regarding game-based
science learning (GBSL) published from 2000 to 2011. Thirty-one articles were identified …

Student-centred digital game–based learning: a conceptual framework and survey of the state of the art

TE Coleman, AG Money - Higher Education, 2020 - Springer
Student-centred learning forms a major driver behind educational policy and practice in the
modern day. With a drive towards embracing the possibilities of technology within the …

Success factors for serious games to enhance learning: a systematic review

WS Ravyse, A Seugnet Blignaut, V Leendertz… - Virtual Reality, 2017 - Springer
There is no doubt that an abundance of factors exists that makes learning with serious
games successful. Research articles reporting on these factors, however, tend to focus on …

A systematic review on the impacts of game-based learning on argumentation skills

O Noroozi, H Dehghanzadeh, E Talaee - Entertainment Computing, 2020 - Elsevier
This study maps instructional support and learning outcomes of argumentation game-based
learning. For this systematic review, 29 publications dating from 2000 through 2019 were …

The use of serious games in science education: a review of selected empirical research from 2002 to 2013

MT Cheng, JH Chen, SJ Chu, SY Chen - Journal of computers in …, 2015 - Springer
This research aims to systematically review the empirical studies on the use of serious
games in science education from 2002 to 2013. To this end, the Science Citation Index and …

[HTML][HTML] Measuring the effectiveness of virtual training: A systematic review

P Strojny, N Dużmańska-Misiarczyk - Computers & Education: X Reality, 2023 - Elsevier
The amount of research on virtual reality learning tools increases with time. Despite the
diverse environments and theoretical foundations, enough data have been accumulated in …

Training computational thinking through board games: The case of Crabs & Turtles

K Tsarava, K Moeller, M Ninaus - International …, 2018 - journal.seriousgamessociety.org
As a cognitive ability computational thinking describes a specific way of algorithmic
reasoning building on concepts and processes derived from computer programming/coding …

[PDF][PDF] Training computational thinking: Game-based unplugged and plugged-in activities in primary school

K Tsarava, K Moeller, N Pinkwart, M Butz… - … conference on games …, 2017 - researchgate.net
Computational thinking (CT) denotes the idea of developing a generic solution to a problem
by decomposing it, identifying relevant variables and patterns, and deriving an algorithmic …