Digital games in engineering education: systematic review and future trends

被引:38
|
作者
Udeozor, Chioma [1 ]
Toyoda, Ryo [1 ]
Russo Abegao, Fernando [1 ]
Glassey, Jarka [1 ]
机构
[1] Newcastle Univ, Sch Engn, Newcastle Upon Tyne, Tyne & Wear, England
基金
欧盟地平线“2020”;
关键词
Engineering education; digital games; digital game-based learning; systematic review; SERIOUS GAMES; EMPIRICAL-EVIDENCE; COMPUTER GAMES; PLAY;
D O I
10.1080/03043797.2022.2093168
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The application of digital games in higher education is on the rise in engineering. With the recent COVID-19 restrictions and the move to virtual learning, the interest in and the need for virtual laboratories and technology-enhanced experiential learning tools like digital games are expected to rise. This paper presents a review of the current practices in digital game-based learning for engineering education. Most importantly, it provides insight into the application of digital game-based learning across diverse engineering disciplines. It also provides researchers and practitioners with insights into relevant journals and conferences, available games, research designs and assessment methods being used in digital game-based learning in the context of engineering. Based on predefined inclusion criteria, a total of 51 articles published within the last decade were analysed in detail. Software engineering education was found to evaluate the educational use of games most extensively. Eighteen empirical studies also reported some learning gains with digital games using different assessment methods. The findings of this review indicate increase in the dissemination of games research and possibly in the use of games for engineering education. This paper closes by highlighting future trends in digital game-based learning for engineering education.
引用
收藏
页码:321 / 339
页数:19
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