Abstract
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.
| Original language | English |
|---|---|
| Journal | Revista Lusófona de Educação |
| Publication status | Published - 2018 |
Keywords
- LEARNING
- META-ANALYSIS
- VIDEO GAMES
- EDUCATION
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