Our Princess Is in Another Castle: A Review of Trends in Serious Gaming for Education

被引:393
作者
Young, Michael F. [1 ]
Slota, Stephen
Cutter, Andrew B. [2 ]
Jalette, Gerard [3 ]
Mullin, Greg [4 ]
Lai, Benedict
Simeoni, Zeus [5 ]
Tran, Matthew [6 ]
Yukhymenko, Mariya [7 ]
机构
[1] Univ Connecticut, Neag Sch Educ, Storrs, CT 06269 USA
[2] Univ Connecticut, Cognit & Instruct Educ Psychol Program, Storrs, CT 06269 USA
[3] Univ Connecticut, Dept Commun Sci, Storrs, CT 06269 USA
[4] Univ Connecticut, Cognit & Instruct Program, Storrs, CT 06269 USA
[5] Univ Connecticut, Commun Sci Program, Storrs, CT 06269 USA
[6] Univ Connecticut, Dept Engn, Storrs, CT 06269 USA
[7] Univ Connecticut, Dept Educ Psychol Cognit & Instruct, Storrs, CT 06269 USA
关键词
video games; meta review; situated learning; VIDEO GAMES; GOAL STRUCTURES; STUDENTS; ENGLISH; DESIGN; MUVE;
D O I
10.3102/0034654312436980
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Do video games show demonstrable relationships to academic achievement gains when used to support the K-12 curriculum? In a review of literature, we identified 300+ articles whose descriptions related to video games and academic achievement. We found some evidence for the effects of video games on language learning, history, and physical education (specifically exergames), but little support for the academic value of video games in science and math. We summarize the trends for each subject area and supply recommendations for the nascent field of video games research. Many educationally interesting games exist, yet evidence for their impact on student achievement is slim. We recommend separating simulations from games and refocusing the question onto the situated nature of game-player-context interactions, including meta-game social collaborative elements.
引用
收藏
页码:61 / 89
页数:29
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