TY - JOUR
T1 - Videogames as a learning tool: is game-based learning more effective?
AU - Sousa, Carla Patrícia Gonçalves e
AU - Costa, Conceição
N1 - Revista Lusófona de Educação
PY - 2018
Y1 - 2018
N2 - The potential of videogames in learning has been increasingly studied,
documented and sustained. The present study aims to summarize
quantitative results from digital Game-Based Learning (GBL) strategies,
through a Systematic Review of Literature with Meta-analysis study,
framing conclusions about the effectiveness of the use of videogames
as a learning strategy in several contexts. Through a systematic search
in scientific databases and researchers’ social networks (Ebsco, ACM,
PubMed and ResearchGate), 68 papers were obtained. A screening
process, based on inclusion criteria, such as the use of Randomized
Controlled Trials (RCTs), digital GBL strategies and measures to evaluate
concrete learning gains, resulted in a final sample of 14 experimental
studies. Data was gathered and analyzed using two different matrices,
and softwares (SPSS and CMA). Considering a joint sample of 1685
subjects, it is possible to mention that digital GBL strategies have shown
larger effect-sizes than traditional approaches, namely expository, allowing
larger and more effective learning outcomes. This study arises in the
context of GamiLearning project, an action-research project, aiming to
develop critical and participatory dimensions of media literacy in young
people, from 9 to 12 years, through collaborative learning experiences
with digital games.
AB - The potential of videogames in learning has been increasingly studied,
documented and sustained. The present study aims to summarize
quantitative results from digital Game-Based Learning (GBL) strategies,
through a Systematic Review of Literature with Meta-analysis study,
framing conclusions about the effectiveness of the use of videogames
as a learning strategy in several contexts. Through a systematic search
in scientific databases and researchers’ social networks (Ebsco, ACM,
PubMed and ResearchGate), 68 papers were obtained. A screening
process, based on inclusion criteria, such as the use of Randomized
Controlled Trials (RCTs), digital GBL strategies and measures to evaluate
concrete learning gains, resulted in a final sample of 14 experimental
studies. Data was gathered and analyzed using two different matrices,
and softwares (SPSS and CMA). Considering a joint sample of 1685
subjects, it is possible to mention that digital GBL strategies have shown
larger effect-sizes than traditional approaches, namely expository, allowing
larger and more effective learning outcomes. This study arises in the
context of GamiLearning project, an action-research project, aiming to
develop critical and participatory dimensions of media literacy in young
people, from 9 to 12 years, through collaborative learning experiences
with digital games.
KW - META-ANÁLISE
KW - APRENDIZAGEM
KW - EDUCAÇÃO
KW - VIDEOJOGOS
KW - LEARNING
KW - META-ANALYSIS
KW - VIDEO GAMES
KW - EDUCATION
UR - http://hdl.handle.net/10437/9330
M3 - Article
SN - 1646-401X
JO - Revista Lusófona de Educação
JF - Revista Lusófona de Educação
ER -