Entertainment Video Games for Academic Learning: A Systematic Review

被引:45
作者
Martinez, Lea [1 ]
Gimenes, Manuel [1 ]
Lambert, Eric [1 ]
机构
[1] Univ Poitiers, Ctr Rech Cognit & Apprentissage, Poitiers, France
关键词
academic learning; digital game-based learning; entertainment video games; education sector; systematic analysis; EXECUTIVE FUNCTIONS; FOREIGN-LANGUAGE; CLASSROOM; MINECRAFT; TECHNOLOGY; TEACH; DANCE; PLAY;
D O I
10.1177/07356331211053848
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Entertainment video games are very popular among young audiences. Nevertheless, despite their potential to improve cognitive functioning, they are still studied rarely as a tool for digital game-based learning. To better understand video gaming practices' value in the classroom, this article provides a systematic review of literature on the effect of entertainment video games on academic learning. Our literature search yielded 49 relevant intervention studies published between 2005 and 2019 that integrated entertainment video games into academic curricula from preschool to college. Our review revealed that entertainment video games can be an effective educational tool and are beneficial in almost all academic disciplines, particularly in foreign language and science. However, research on entertainment video gaming's effects on academic learning is still not extensive enough and remains mostly qualitative. Future studies need to provide a quantitative approach to complete and confirm already-existing literature, particularly in the environmental and social sciences, physical education, and programming. Given entertainment video games' popularity and benefits on cognition and learning, it seems essential to investigate their practical value further in the education sector and to determine the mechanisms that mediate their effects on academic learning.
引用
收藏
页码:1083 / 1109
页数:27
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