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Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies

Girard, C., Ecalle, J., Magnan, A.·2013·Journal of Computer Assisted Learning

Abstract

Computer‐assisted learning is known to be an effective tool for improving learning in both adults and children. Recent years have seen the emergence of the so‐called ‘serious games (SGs)’ that are flooding the educational games market. In this paper, the term ‘serious games’ is used to refer to video games (VGs) intended to serve a useful purpose. The objective was to review the results of experimental studies designed to examine the effectiveness of VGs and SGs on players' learning and engagement. After pointing out the varied nature of the obtained results and the impossibility of reaching any reliable conclusion concerning the effectiveness of VGs and SGs in learning, we stress the limitations of the existing literature and make a number of suggestions for future studies.

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Metadata

Authors
Girard, C., Ecalle, J., & Magnan, A.
Venue
Journal of Computer Assisted Learning
Publisher
Wiley
Published
2012-06-13
Volume
29
Issue
3
Pages
207-219
ISSN
  • 0266-4909 (ISSN-L)
  • 1365-2729
OpenAlex
W1934782475
Cited by
725
References
5
FWCI
69.35
Type
journal article
Language
en
Open access
closed

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CoChat. (2026). Citation check: Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies. https://app.cochat.ai/papers/10.1111/j.1365-2729.2012.00489.x
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Girard, C., Ecalle, J., & Magnan, A. (2013). Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies. Journal of Computer Assisted Learning. https://doi.org/10.1111/j.1365-2729.2012.00489.x

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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).

Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.