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Cited by 331

The DOI matches its Crossref record; 53 of the 53 references it cites were found in a registry or an index.

The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction

Yu, Zhonggen, Gao, Mingle, Wang, Lifei·2021·Journal of Educational Computing Research

Abstract

While educational games have been increasingly popular in education, insufficient studies have comprehensively reviewed their effectiveness. To complement this missing link, this study explored game-based learning outcomes including academic achievements, problem-solving, and critical thinking abilities, knowledge, learning efficiency, skills, student attitudes, and behaviors. Both negative and positive effects of educational games on motivation were also explored based on comprehensive literature analysis. The role of engagement in game-based learning was studied, coupled with the ways to enhance student engagement. We also explored the importance of gamified components in student satisfaction and provided constructive suggestions for designers and practitioners. Future research should highlight learning analytics and data mining techniques of educational game-based learning and try to find out solutions to address various problems to improve the effectiveness of educational games.

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Cites

Show all 53 references

Research works printed but not linked: 9

  1. Booth A., 2006, Journal of the Medical Library Association, 94, 421
  2. Chang C. Y., 2019, ETR&D-Educational Technology Research and Development
  3. Dicheva D., 2015, Educational Technology & Society, 18, 75
  4. 10.1007/s11423-020-09750-z · doi:10.1007/s11423-020-09750-z
  5. Kim E., 2018, International Journal of Engineering Education, 34, 201
  6. Pechenkina E., 2017, International Journal of Educational Technology in Higher Education, 14
  7. Wang Y. H., 2019, ETR&D-Educational Technology Research and Development
  8. Woo J. C., 2014, Educational Technology & Society, 17, 291
  9. Yu Z., 2019, International Journal of Computer Games Technology, 1, 1

Metadata

Authors
Yu, Z., Gao, M., & Wang, L.
Venue
Journal of Educational Computing Research
Published
2020-11-02
Volume
59
Issue
3
Pages
522-546
ISSN
  • 0735-6331 (ISSN-L)
  • 1541-4140
OpenAlex
W3097237491
Cited by
331
References
53
FWCI
47.47
Type
journal article
Language
en
Open access
closed
Licence
journals.sagepub.com/page/policies/text-and-data-mining-license (tdm)
Funders
  • The research and reform fund of the "Undergraduate Teaching Reform and Innovation Project" of Beijing higher education in 2020 -- innovative "multilingual +" excellent talent training system
  • An online and offline hybrid course "Introduction to Linguistics" of Beijing Language and Culture University in 2020
  • MOOCs of Beijing Language and Culture University (Important) “An introduction to Linguistics” in 2019 (MOOC201902)
  • Chinese national fund for the humanities and social sciences (Chinese Academic translation) (17WSS005)

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CoChat. (2026). Citation check: The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction. https://app.cochat.ai/papers/10.1177/0735633120969214
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Yu, Z., Gao, M., & Wang, L. (2021). The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction. Journal of Educational Computing Research. https://doi.org/10.1177/0735633120969214

Data sources

Bibliographic data: Semantic Scholar, OpenAlex, Crossref.

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.