A Meta-Analysis of Use of Serious Games in Education over a Decade

It seems necessary to review the literature to explore the effectiveness of serious games in education, since the number of studies on serious games is surging up. This study systematically reviewed the literature within around a recent decade. The trend of the number of publications related to use of serious games in education was firstly clarified based on the data retrieved from major databases. Secondly, various factors were determined that influenced the effect of serious game assisted learning. The major section identified both advantages and disadvantages of use of serious games in education. Use of serious games in medical science has been rising in a recent decade, which is thus highlighted in this study. Attitudes toward use of serious games in education were explored, as well as the new development of use of serious games in education. Future theoretical and practical exploration might need interdisciplinary cooperation.

[1]  Nor Nazrina Mohamad Nazry,et al.  Mood and learning in navigation-based serious games , 2017, Comput. Hum. Behav..

[2]  Youngkyun Baek,et al.  Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning , 2009, Comput. Educ..

[3]  Dominik Petko,et al.  Learning with serious games: Is fun playing the game a predictor of learning success? , 2016, Br. J. Educ. Technol..

[4]  Lesley A. Gardner,et al.  A framework for applying learning analytics in serious games for people with intellectual disabilities , 2018, Br. J. Educ. Technol..

[5]  Leonard A. Annetta,et al.  Students’ learning outcomes and learning experiences through playing a Serious Educational Game , 2012 .

[6]  Gwo-Jen Hwang,et al.  A formative assessment-based mobile learning approach to improving the learning attitudes and achievements of students , 2011, Comput. Educ..

[7]  Gwo-Dong Chen,et al.  Users' attitudes toward Web-based collaborative learning systems for knowledge management , 2008, Comput. Educ..

[8]  Claudia Schrader,et al.  Learning with quizzes, simulations, and adventures: Students' attitudes, perceptions and intentions to learn with different types of serious games , 2015, Comput. Educ..

[9]  Herre van Oostendorp,et al.  A meta-analytic review of the role of instructional support in game-based learning , 2013, Comput. Educ..

[10]  Elaine M. Raybourn,et al.  A new paradigm for serious games: Transmedia learning for more effective training and education , 2014, J. Comput. Sci..

[11]  Yujong Hwang,et al.  Understanding technology acceptance features in learning through a serious game , 2018, Comput. Hum. Behav..

[12]  Marian Aleson-Carbonell,et al.  Serious games and learning effectiveness: The case of It's a Deal! , 2012, Comput. Educ..

[13]  Thanasis Daradoumis,et al.  Games and simulation in higher education , 2017, International Journal of Educational Technology in Higher Education.

[14]  Benoît Bossavit,et al.  Outcomes for design and learning when teenagers with autism codesign a serious game: A pilot study , 2018, J. Comput. Assist. Learn..

[15]  James M. Boyle,et al.  A systematic literature review of empirical evidence on computer games and serious games , 2012, Comput. Educ..

[16]  Ben Cowley,et al.  Cardiovascular physiology predicts learning effects in a serious game activity , 2013, Comput. Educ..

[17]  Hsiao-Ching She,et al.  Is immersion of any value? Whether, and to what extent, game immersion experience during serious gaming affects science learning , 2017, Br. J. Educ. Technol..

[18]  Ian Dunwell,et al.  Essential features of serious games design in higher education: Linking learning attributes to game mechanics , 2017, Br. J. Educ. Technol..

[19]  Glenda A. Gunter,et al.  Serious game-based and nongame-based online courses: Learning experiences and outcomes , 2013, Br. J. Educ. Technol..

[20]  Carolien Kroeze,et al.  Can computer models be used for social learning? A serious game in water management , 2016, Environ. Model. Softw..

[21]  Francesca Baglio,et al.  Engaged in learning neurorehabilitation: Development and validation of a serious game with user-centered design , 2018, Comput. Educ..

[22]  Alessandro De Gloria,et al.  Mapping learning and game mechanics for serious games analysis , 2015, Br. J. Educ. Technol..

[23]  Rob Nadolski,et al.  Scripted collaboration in serious gaming for complex learning: Effects of multiple perspectives when acquiring water management skills , 2011, Br. J. Educ. Technol..

[24]  John-Jules Ch. Meyer,et al.  Introducing surprising events can stimulate deep learning in a serious game , 2013, Br. J. Educ. Technol..

[25]  Vittorio Midoro La scuola nuova , 2009 .

[26]  Wim Westera,et al.  How people learn while playing serious games: A computational modelling approach , 2017, J. Comput. Sci..

[27]  Herre van Oostendorp,et al.  Measuring learning in serious games: a case study with structural assessment , 2011 .

[28]  Maartje Bakhuys Roozeboom,et al.  The effectiveness of three serious games measuring generic learning features , 2017, Br. J. Educ. Technol..

[29]  Michail N. Giannakos,et al.  Serious games as a malleable learning medium: The effects of narrative, gameplay, and making on students' performance and attitudes , 2017, Br. J. Educ. Technol..

[30]  Wen Qu,et al.  Using gameplay data to examine learning behavior patterns in a serious game , 2017, Comput. Hum. Behav..

[31]  Ton de Jong,et al.  The effect of surprising events in a serious game on learning mathematics , 2017, Br. J. Educ. Technol..

[32]  Chetan S. Sankar,et al.  Let Them Play: The Impact of Mechanics and Dynamics of a Serious Game on Student Perceptions of Learning Engagement , 2017, IEEE Transactions on Learning Technologies.

[33]  Ben Cowley,et al.  Learning loops - interactions between guided reflection and experience-based learning in a serious game activity , 2013, J. Comput. Assist. Learn..

[34]  Leonard A. Annetta,et al.  A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations , 2018, Comput. Hum. Behav..

[35]  Miguel Ángel Conde González,et al.  Visualisation of student learning model in serious games , 2015, Comput. Hum. Behav..

[36]  P. Wouters,et al.  A meta-analysis of the cognitive and motivational effects of serious games , 2013 .