Research Review: Empirical Studies on Computer Game Play in Science Education

The interest for game-based learning is growing among science educators. A range of research reviews have been published regarding the educational potentials of using computer games as a tool for l ...

[1]  Leslie M. Miller,et al.  Efficacy of MedMyst: an Internet Teaching Tool for Middle School Microbiology , 2004, Microbiology education.

[2]  Johnnie Wycliffe Frank Muwanga-Zake Evaluation of an Educational Computer Programme as a Change Agent in Science Classrooms , 2007 .

[3]  Gunilla Svingby,et al.  Gaming as Actions: Students Playing a Mobile Educational Computer Game , 2009 .

[4]  Brian C. Nelson Exploring the Use of Individualized, Reflective Guidance In an Educational Multi-User Virtual Environment , 2007 .

[5]  Cyrus Shahabi,et al.  User Experiences and Lessons Learned from Developing and Implementing an Immersive Game for the Science Classroom , 2005 .

[6]  Kurt Squire,et al.  Environmental Detectives—the development of an augmented reality platform for environmental simulations , 2008 .

[7]  Deborah A. Fields,et al.  Life in the Times of Whypox: A Virtual Epidemic as a Community Event , 2007 .

[8]  Hanno Hildmann,et al.  Proceedings of the 3rd European Conference on Games-Based Learning, Graz (Austria) , 2009 .

[9]  David S. Kirk,et al.  Savannah: mobile gaming and learning? , 2004, J. Comput. Assist. Learn..

[10]  G.N. Svarovsky,et al.  Sodaconstructing an Understanding of Physics: Technology-Based Engineering Activities for Middle School Students , 2006, Proceedings. Frontiers in Education. 36th Annual Conference.

[11]  Brian C. Nelson,et al.  Exploring embedded guidance and self-efficacy in educational multi-user virtual environments , 2007, Int. J. Comput. Support. Collab. Learn..

[12]  Alexander Lewis Aitkin,et al.  Playing at Reality: Exploring the potential of the digital game as a medium for science communication , 2004 .

[13]  Richard N. Van Eck Using Games to Promote Girls' Positive Attitudes Toward Technology , 2006 .

[14]  Kurt Squire,et al.  Augmented Reality Simulations on Handheld Computers , 2007 .

[15]  S. Herring,et al.  Situationally embodied curriculum: Relating formalisms and contexts , 2007 .

[16]  Vanessa Colella,et al.  Participatory Simulations: Building Collaborative Understanding Through Immersive Dynamic Modeling , 2000 .

[17]  Francis M. Dwyer,et al.  The Effect of Online Gaming, Cognition and Feedback Type in Facilitating Delayed Achievement of Different Learning Objectives , 2005 .

[18]  Sasha A. Barab,et al.  THE QUEST ATLANTIS PROJECT: A SOCIALLY-RESPONSIVE PLAY SPACE FOR , 2007 .

[19]  Louise Sauvé,et al.  Distinguishing between Games and Simulations: A Systematic Review , 2007, J. Educ. Technol. Soc..

[20]  Richard N. Van Eck Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. , 2006 .

[21]  Michael Barnett,et al.  Electromagnetism Supercharged! Learning Physics with Digital Simulation Games , 2004, ICLS.

[22]  Ronald L. Vansickle A Quantitative Review of Research on Instructional Simulation Gaming: A Twenty-Year Perspective , 1986 .

[23]  Kelly L. Beckett,et al.  Augmented by Reality: The Pedagogical Praxis of Urban Planning as a Pathway to Ecological Thinking , 2005 .

[24]  Michelle F. Wright,et al.  Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis , 2006 .

[25]  Colin Price Learning Physics with the Unreal Tournament Engine , 2008 .

[26]  Kurt Squire,et al.  Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers , 2007 .

[27]  Eric Rosenbaum,et al.  On Location Learning: Authentic Applied Science with Networked Augmented Realities , 2007 .

[28]  C. Douglas Wetzel,et al.  The Effectiveness of Games for Educational Purposes: A Review of Recent Research , 1992 .

[29]  Cher Ping Lim,et al.  Gaming in a 3D multiuser virtual environment: engaging students in Science lessons , 2006, Br. J. Educ. Technol..

[30]  Y. Kafai,et al.  Children’s Participation in a Virtual Epidemic in the Science Classroom: Making Connections to Natural Infectious Diseases , 2006, Journal of science education and technology.

[31]  Atsusi Hirumi,et al.  Examining the pedagogical foundations of modern educational computer games , 2008, Comput. Educ..

[32]  Gina Navoa Svarovsky,et al.  SodaConstructing Knowledge through Exploratoids. , 2007 .

[33]  Yiyu Cai,et al.  Immersive protein gaming for bio edutainment , 2006 .

[34]  K. Squire,et al.  Design-Based Research: Putting a Stake in the Ground , 2004 .

[35]  Elisabet M. Nilsson,et al.  Simulated Sustainable Societies: Students’ Reflections on Creating Future Cities in Computer Games , 2011 .

[36]  Brian C. Nelson,et al.  Scientific Inquiry in Educational Multi-user Virtual Environments , 2007 .

[37]  David Kirk,et al.  Savannah: experiential learning through mobile gaming , 2004 .

[38]  Daniel T. Hickey,et al.  Designing Assessments and Assessing Designs in Virtual Educational Environments , 2009 .

[39]  Brian C. Nelson,et al.  Design-based Research Strategies for Developing a Scientific Inquiry Curriculum in a Multi-User Virtual Environment , 2005 .

[40]  F. Mellor Gender and the communication of physics through multimedia , 2001 .

[41]  Hua Wang,et al.  Serious video game effectiveness , 2007, ACE '07.

[42]  Lloyd P. Rieber,et al.  Games, simulations, and visual metaphors in education: antagonism between enjoyment and learning , 2008 .

[43]  B. Lindström,et al.  Electronic exaggerations and virtual worries Mapping research of computer games relevant to the understanding of children ’ s game play 1 , 2002 .

[44]  S. Barab,et al.  Eat Your Vegetables and Do Your Homework: A Design­ Based Investigation of Enjoyment and Meaning in Learning , 2005 .

[45]  Anders Jonsson,et al.  The use of scoring rubrics: Reliability, validity, and educational consequences , 2007 .

[46]  Brigitte Poulin,et al.  BUTORSTAR: A role-playing game for collective awareness of wise reedbed use , 2007 .

[47]  Feng Wang,et al.  Design-based research and technology-enhanced learning environments , 2005 .

[48]  Leonard A. Annetta,et al.  Bridging Realty to Virtual Reality: Investigating gender effect and student engagement on learning through video game play in an elementary school classroom , 2009 .

[49]  The Power of Practice: What Students Learn from How We Teach , 2003 .

[50]  Sasha A. Barab,et al.  Conceptual Play Spaces , 2009 .

[51]  Yasmin B. Kafai,et al.  Understanding Virtual Epidemics: Children’s Folk Conceptions of a Computer Virus , 2008 .

[52]  D. Ketelhut The Impact of Student Self-efficacy on Scientific Inquiry Skills: An Exploratory Investigation in River City, a Multi-user Virtual Environment , 2007 .

[53]  Rikke Magnussen Teacher roles in learning games - When games become situated in schools , 2007, DiGRA Conference.

[54]  K. Squire From Content to Context: Videogames as Designed Experience , 2006 .

[55]  Chris Dede,et al.  Making Learning Meaningful: An explatory study of using multi-user environments (MUVEs) in middle school science. , 2005 .

[56]  Hakan Tüzün,et al.  Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context , 2007, Br. J. Educ. Technol..

[57]  Constance Steinkuehler,et al.  Fostering Scientific Habits of Mind in the Context of Online Play , 2006, ICLS.

[58]  S. Barab,et al.  Relating Narrative, Inquiry, and Inscriptions: Supporting Consequential Play , 2007 .

[59]  Susan A. Yoon,et al.  Comparative analysis of Palm and wearable computers for Participatory Simulations , 2004, J. Comput. Assist. Learn..

[60]  Roland W. Scholz,et al.  Enhancing environmental awareness: Ecological and economic effects of food consumption , 2005 .