Exploring the effectiveness and moderators of game learning on creativity enhancement: A meta-analysis

被引:1
作者
Lin, I-Cheng [1 ]
Chang, Shu-Hsuan [2 ]
Liu, Pin-Chien [2 ]
Kuo, Po-Jen [2 ]
Chung, Kuo Chia [3 ]
机构
[1] Natl Changhua Univ Educ, Dept Finance, Changhua, Taiwan
[2] Natl Changhua Univ Educ, Dept Ind Educ & Technol, Changhua, Changhua, Taiwan
[3] Natl Kaohsiung Normal Univ Educ, Dept Math, Kaohsiung, Kaohsiung, Taiwan
来源
EDUCATIONAL TECHNOLOGY & SOCIETY | 2024年 / 27卷 / 03期
关键词
Game learning; Gamification; Game-based learning; Digital game-based learning; Creativity; Meta-; analysis; MATHEMATICS; THINKING; SKILLS; PLAY; ACHIEVEMENT; EXPERIENCE; FRAMEWORK; EDUCATION;
D O I
10.30191/ETS.202407_27(3).RP05
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Creativity has been proven to be a core competitiveness in the twenty-first century. Although many experimental studies have confirmed that game learning can improve creativity, some studies have contrary results. Currently, there are very few, and primarily incomplete, meta-analyses integrating experimental studies of educational gaming's impact on creativity. The current meta-analysis included 29 articles from 2002 to 2022, containing 116 effect sizes and 4,159 student subjects. The results showed that the overall mean weighted effect size was 0.84, indicating that game learning significantly positively affected students' creativity compared with non-game learning. In addition, the mean effect size was moderated by digital content, teaching strategies, educational stages, publication sources, and class size but not by patterns, disciplines, and experiment duration. Accordingly, this study provides new insights and suggestions on improving creativity via game learning design and implementation as a reference for researchers, teachers, game designers, and developers in the field of creativity.
引用
收藏
页码:83 / 101
页数:19
相关论文
共 101 条
[51]   Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills [J].
Huang, Yueh-Min ;
Silitonga, Lusia Maryani ;
Wu, Ting-Ting .
COMPUTERS & EDUCATION, 2022, 183
[52]  
Hwa SP, 2018, EDUC TECHNOL SOC, V21, P259
[53]   Instructional Leadership and Teachers' Functional Competency across the 21st Century Learning [J].
Ismail, Siti Noor ;
Don, Yahya ;
Husin, Fauzi ;
Khalid, Rozalina .
INTERNATIONAL JOURNAL OF INSTRUCTION, 2018, 11 (03) :135-152
[54]  
Kalinauskas M., 2014, Social Technologies, P62, DOI [DOI 10.13165/ST-14-4-1-05, 10.13165/ST-14-4-1-05]
[55]  
Kapp K.M., 2012, The gamification of learning and instruction: game-based methods and strategies for training and education, P1, DOI DOI 10.1145/2207270.2211316
[56]  
Kartika Yessi, 2019, Journal of Physics: Conference Series, V1179, DOI 10.1088/1742-6596/1179/1/012078
[57]  
Kiili K., 2005, Internet and Higher Education, V8, P13, DOI 10.1016/j.iheduc.2004.12.001
[58]  
Lamrani R, 2020, COMPUT SCI INF SYST, V17, P339, DOI [10.2298/CS1S190511043L, 10.2298/CSIS190511043L]
[59]  
Laverick D., 2015, Young Children and Families in the Information Age, P61, DOI [DOI 10.1007/978-94-017-9184-74, 10.1007/978-94-017-9184-7_4, DOI 10.1007/978-94-017-9184-7_4]
[60]  
Lee C.-Y., 2007, Unpublished master dissertation