The DOI matches its Crossref record; 147 of the 152 references it cites were found in a registry or an index.
The effect of games and simulations on higher education: a systematic literature review
Open accessAbstract
The focus of higher education institutions is the preparation of future professionals. To achieve this aim, innovative teaching methods are often deployed, including games and simulations, which form the subject of this paper. As the field of digital games and simulations is ever maturing, this paper attempts to systematically review the literature relevant to games and simulation pedagogy in higher education. Two researchers collaborate to apply a qualitative method, coding and synthesizing the results using multiple criteria. The main objective is to study the impact of games and simulations with regard to achieving specific learning objectives. On balance, results indicate that games and/or simulations have a positive impact on learning goals. The researchers identify three learning outcomes when integrating games into the learning process: cognitive, behavioural, and affective. As a final step, the authors consolidate evidence for the benefit of academics and practitioners in higher education interested in the efficient use of games and simulations for pedagogical purposes. Such evidence also provides potential options and pathways for future research.
Overview
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Figures
Verification
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
In the citing paper
“Beyond the Longevity Games, practical simulations benefit students by preparing students for practical experiences (17–19).”
From Using generative AI for interview simulations to enhance student research skills in biology education (2025) · cites this paper as [18]
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
Rules of Play: Game Design Fundamentals
Salen, K., & Zimmerman, E. (2003) · Medical Entomology and Zoology · Cited by 5,438
A systematic literature review of empirical evidence on computer games and serious games
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.03.004 · Cited by 2,890
Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014) · Computers & Education · doi:10.1016/j.compedu.2013.07.033 · Cited by 2,109
From visual simulation to virtual reality to games
Zyda, M. (2005) · Computer · doi:10.1109/mc.2005.297 · Cited by 2,077
A meta-analysis of the cognitive and motivational effects of serious games.
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013) · Journal of Educational Psychology · doi:10.1037/a0031311 · Cited by 1,864
Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis
Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016) · Review of Educational Research · doi:10.3102/0034654315582065 · Cited by 1,274
The learning effects of computer simulations in science education
Rutten, N., van Joolingen, W., & van der Veen, J. T. (2011) · Computers & Education · doi:10.1016/j.compedu.2011.07.017 · Cited by 1,079
A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES
SITZMANN, T. (2011) · Personnel Psychology · doi:10.1111/j.1744-6570.2011.01190.x · Cited by 882
Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies
Girard, C., Écalle, J., & Magnan, A. (2012) · Journal of Computer Assisted Learning · doi:10.1111/j.1365-2729.2012.00489.x · Cited by 738
Our Princess Is in Another Castle
Young, M. F., Slota, S. T., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., Simeoni, Z., Tran, M. T., & Yukhymenko–Lescroart, M. A. (2012) · Review of Educational Research · doi:10.3102/0034654312436980 · Cited by 737
Research works printed but not linked: 11
- Ahmad, S. M. S., Fauzi, N. F. M., Hashim, A. A., & Zainon, W. M. N. W. (2013). A study on the effectiveness of computer games in teaching and learning. International Journal of Advanced Studies in Computers, Science and Engineering, 2(1), 1.
- Andreu Andrés, M. A., & García Casas, M. (2011). Perceptions of gaming as experiential learning by engineering students. International Journal of Engineering Education, 27(4), 795–804.
- Arias Aranda, D., Haro Domiguez, C., & Romerosa Martinez, M. M. (2010). An innovative approach to the learning process in management: The use of simulators in higher education. REVISTA DE EDUCACION, 353, 333–334.
- Bausch, L., Beran, J., Cahanes, S., & Krug, L. (2008). Physiological responses while playing Nintendo Wii sports. Journal of Undergraduate Kinesiology Research, 3, 19–25.
- Chiang, Y. T., Lin, S. S. J., Cheng, C. Y., & Liu, E. Z. F. (2011). Exploring online game players’ flow experiences and positive affect. The Turkish Online Journal of Educational Technology, 10(1), 106–114.
- Cvetić, B., Vasiljević, D., & Danilović, M. (2013). DRP game: New tool to enhance teaching and learning in logistics and supply chain management. In 1st Logistics International Conference (pp. 299-303).
- Hsu, Y.-C., Ho, H. N. J., Tsai, C.-C., Hwang, G.-J., Chu, H.-C., Wang, C.-Y., & Chen, N.-S. (2012). Research trends in technology-based learning from 2000 to 2009: A content analysis of publications in selected journals. Educational Technology & Society, 15(2), 354–370.
- Liao, Y.-W., & Wang, Y.-S. (2011). Investigating the factors affecting students’ continuance intention to use business simulation games in the context of digital learning. In International Conference on Innovation, Management and Service (pp. 119-124).
- Pløhn, T. (2013). Nuclear mayhem-a pervasive game designed to support learning. In European Conference on Games Based Learning (p. 475). Academic Conferences international limited.
- Sawyer, B. (2002). Serious games: Improving public policy through game-based learning and simulation. USA: Woodrow Wilson International Center for Scholars.
- Tao, Y. H., Yeh, C. C. R., & Hung, K. C. (2015). Validating the learning cycle models of business simulation games via student perceived gains in skills and knowledge. Educational Technology & Society, 18(1), 77–90.
Cited by
Sorted by citations
Krath, J., Schürmann, L., & von Korflesch, H. F. O. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.106963 · Cited by 1,324
García‐Martínez, I., Fernández‐Batanero, J. M., Cerero, J. F., & León, S. P. (2023) · Journal of New Approaches in Educational Research · doi:10.7821/naer.2023.1.1240 · Cited by 386
Barriers to student active learning in higher education
Børte, K., Nesje, K., & Lillejord, S. (2020) · Teaching in Higher Education · doi:10.1080/13562517.2020.1839746 · Cited by 442
Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review
Makri, A., Vlachopoulos, D., & Martina, R. (2021) · Sustainability · doi:10.3390/su13084587 · Cited by 340
Self-citationThe Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm
Almeida, F. L., & Simões, J. M. D. A. P. (2019) · Contemporary Educational Technology · doi:10.30935/cet.554469 · Cited by 336
Understanding the use of Virtual Reality in Marketing: A text mining-based review
Loureiro, S. M. C., Guerreiro, J., Eloy, S., Langaro, D., & Panchapakesan, P. (2018) · Journal of Business Research · doi:10.1016/j.jbusres.2018.10.055 · Cited by 338
Alam, A., & Mohanty, A. (2023) · Cogent Engineering · doi:10.1080/23311916.2023.2283282 · Cited by 269
Saab, M. M., Hegarty, J., Murphy, D., & Landers, M. (2021) · Nurse Education Today · doi:10.1016/j.nedt.2021.105045 · Cited by 249
Vlachopoulos, D., & Makri, A. (2019) · International Review of Education · doi:10.1007/s11159-019-09792-3 · Cited by 291
Self-citationScience Education Study Program, U. N. M., Simanjuntak, M. P., Hutahaean, J., Physics Education Study Program, U. N. M., Marpaung, N., Science Education Study Program, U. N. M., Ramadhani, D. P., & Physics Education Study Program, U. N. M. (2021) · International Journal of Instruction · doi:10.29333/iji.2021.14330a · Cited by 228
Teachers’ experiences of using game-based learning methods in project management higher education
Jääskä, E., & Aaltonen, K. (2022) · Project Leadership and Society · doi:10.1016/j.plas.2022.100041 · Cited by 224
Improving student creativity through digital technology products: A literature review
Tang, C., Mao, S., Naumann, S. E., & Xing, Z. (2022) · Thinking Skills and Creativity · doi:10.1016/j.tsc.2022.101032 · Cited by 206
Integrating students’ perspectives about online learning: a hierarchy of factors
Wart, M. V., Ni, A. Y., Medina, P. S., Canelón, J., Kordrostami, M., Zhang, J., & Liu, Y. (2020) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-020-00229-8 · Cited by 180
Sharifzadeh, N., Kharrazi, H. H. K., Nazari, E., Tabesh, H., Khodabandeh, M. E., Heidari, S., & Tara, M. (2019) · JMIR Serious Games · doi:10.2196/13459 · Cited by 179
Chen, C., & Chang, C.-L. (2024) · Education and Information Technologies · doi:10.1007/s10639-024-12553-x · Cited by 196
Multimodal learning analytics for game‐based learning
Emerson, A., Cloude, E. B., Azevedo, R., & Lester, J. C. (2020) · British Journal of Educational Technology · doi:10.1111/bjet.12992 · Cited by 191
Simulation-based education involving online and on-campus models in different European universities
Campos, N., Nogal, M., Cáliz, C., & Juan, A. A. (2020) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-020-0181-y · Cited by 171
Kolil, V. K., Muthupalani, S., & Achuthan, K. (2020) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-020-00204-3 · Cited by 146
Technological innovations and practices in engineering education: a review
Hernández-de-Menéndez, M., & Morales-Menéndez, R. (2019) · International Journal on Interactive Design and Manufacturing (IJIDeM) · doi:10.1007/s12008-019-00550-1 · Cited by 131
Role of gamification in classroom teaching: Pre-service teachers’ view
Mee, R. W. M., Shahdan, T. S. T., Ismail, M. R., Ghani, K. A., Pek, L. S., Von, W. Y., Woo, A., & Rao, Y. S. (2020) · International Journal of Evaluation and Research in Education (IJERE) · doi:10.11591/ijere.v9i3.20622 · Cited by 130
Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review
Pallavicini, F., Pepe, A., & Mantovani, F. (2021) · JMIR Mental Health · doi:10.2196/28150 · Cited by 146
Harerimana, A., & Mtshali, G. N. (2020) · Nurse Education Today · doi:10.1016/j.nedt.2020.104490 · Cited by 117
Almasri, F. (2022) · Education and Information Technologies · doi:10.1007/s10639-022-10940-w · Cited by 115
Virtual reality for teaching and learning in crime scene investigation
Mayne, R., & Green, H. E. (2020) · Science & Justice · doi:10.1016/j.scijus.2020.07.006 · Cited by 108
Game-based learning in undergraduate nursing education: A systematic review of mixed-method studies
Kuruca‐Ozdemir, E., & Dinç, L. (2022) · Nurse Education in Practice · doi:10.1016/j.nepr.2022.103375 · Cited by 97
Talan, T., Doğan, Y., & Batdı, V. (2020) · Journal of Research on Technology in Education · doi:10.1080/15391523.2020.1743798 · Cited by 95
Ade-Ojo, G. O., Markowski, M., Essex, R., Stiell, M., & Jameson, J. (2022) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12653 · Cited by 104
Yang, X., Wu, J., Ma, Y., Yu, J., Cao, H., Zeng, A., Fu, R., Tang, Y., & Ren, Z. (2024) · Journal of Medical Internet Research · doi:10.2196/60845 · Cited by 111
Notional Machines in Computing Education
Fincher, S. A., Jeuring, J. T., Miller, C. S., Donaldson, P., du Boulay, B., Hauswirth, M., Hellas, A., Hermans, F., Lewis, C. M., Mühling, A., et al. (2020) · ACM Conference on Innovation and Technology in Computer Science Education (ITiCSE) · doi:10.1145/3437800.3439202 · Cited by 103
Deacon, B., Laufer, M., & Schäfer, L. O. (2022) · British Journal of Educational Technology · doi:10.1111/bjet.13277 · Cited by 92
Makda, F. (2024) · Education and Information Technologies · doi:10.1007/s10639-024-12899-2 · Cited by 91
Isaeva, R., Karasartova, N., Dznunusnalieva, K., Мирзоева, К. А., & Моклюк, М. О. (2025) · Jurnal Ilmiah Ilmu Terapan Universitas Jambi|JIITUJ| · doi:10.22437/jiituj.v9i1.37967 · Cited by 90
Lu, S.-J., Liu, Y., Chen, P., & Hsieh, M.-R. (2018) · Interactive Learning Environments · doi:10.1080/10494820.2018.1541908 · Cited by 88
Efficacy of Serious Games in Healthcare Professions Education
Maheu‐Cadotte, M., Cossette, S., Dubé, V., Fontaine, G., Lavallée, A., Lavoie, P., Mailhot, T., & Deschênes, M. (2020) · Simulation in Healthcare The Journal of the Society for Simulation in Healthcare · doi:10.1097/sih.0000000000000512 · Cited by 87
A ROS-Based Open Tool for Intelligent Robotics Education
Cañas, J. M., Perdices, E., Pérez, L. G., & Fernández-Conde, J. (2020) · Applied Sciences · doi:10.3390/app10217419 · Cited by 85
Samala, A. D., Rawas, S., Criollo-C, S., Bojić, L., Prasetya, F., Ranuharja, F., & Marta, R. (2024) · SN Computer Science · doi:10.1007/s42979-024-03538-1 · Cited by 85
Gaming Disorder: A systematic review exploring the user-avatar relationship in videogames
Szolin, K., Kuss, D. J., Nuyens, F., & Griffiths, M. D. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.107124 · Cited by 88
Küsel, J., Martin, F., & Markic, S. (2020) · Education Sciences · doi:10.3390/educsci10110313 · Cited by 89
A Systematic Review of the Use of Serious Games in Science Education
Kara, N. (2021) · Contemporary Educational Technology · doi:10.30935/cedtech/9608 · Cited by 77
GAMIFICATION ELEMENTS AND THEIR IMPACTS ON TEACHING AND LEARNING – A REVIEW
Rahman, M. H. A., Panessai, I. Y., Noor, N. A. Z. M., & Salleh, N. S. M. (2018) · The International journal of Multimedia & Its Applications · doi:10.5121/ijma.2018.10604 · Cited by 77
Escape ClassRoom: Can You Solve a Crime Using the Analytical Process?
Ferreiro-González, M., Amores-Arrocha, A., Espada-Bellido, E., Aliaño-Gonzalez, M. J., Vázquez-Espinosa, M., González-de-Peredo, A. V., Sancho-Galán, P., Álvarez-Saura, J. Á., Barbero, G. F., & Cejudo-Bastante, C. (2019) · Journal of Chemical Education · doi:10.1021/acs.jchemed.8b00601 · Cited by 88
Gamification in pharmacy education: a systematic quantitative literature review
Hope, D. L., Grant, G. D., Rogers, G. D., & King, M. A. (2022) · International Journal of Pharmacy Practice · doi:10.1093/ijpp/riac099 · Cited by 81
The Co-Creative approach to digital simulation games in social science education
Sanina, A. G., Kutergina, E., & Balashov, A. (2020) · Computers & Education · doi:10.1016/j.compedu.2020.103813 · Cited by 73
Cohen, A., Soffer, T., & Henderson, M. (2022) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12678 · Cited by 71
Moro, A. I., Infante-Moro, J. C., & Gallardo-Pérez, J. (2019) · Journal of New Approaches in Educational Research · doi:10.7821/naer.2019.7.434 · Cited by 70
Liu, Z., Moon, J., Kim, B., & Dai, C. (2020) · Educational Technology Research and Development · doi:10.1007/s11423-020-09791-4 · Cited by 69
Beyond the Early Adopters: Escape Rooms in Science Education
Veldkamp, A., Knippels, M. P. J., & van Joolingen, W. (2021) · Frontiers in Education · doi:10.3389/feduc.2021.622860 · Cited by 66
Serious games in future skills development: A systematic review of the design approaches
Gurbuz, S. C., & Çelik, M. (2022) · Computer Applications in Engineering Education · doi:10.1002/cae.22557 · Cited by 76
Platz, L. (2022) · International Journal of Educational Research · doi:10.1016/j.ijer.2022.102031 · Cited by 62
The Impact of Serious Games in Economic and Business Education: A Case of ERP Business Simulation
Beranič, T., & Heričko, M. (2022) · Sustainability · doi:10.3390/su14020683 · Cited by 61
Madondo, F., & Tsikira, J. (2021) · Journal of Research in Childhood Education · doi:10.1080/02568543.2021.1982084 · Cited by 73
Exploring the potential of digital game-based vocabulary learning: a systematic review
Vnucko, G., & Klimova, B. (2023) · Systems · doi:10.3390/systems11020057 · Cited by 59
Augmented Reality Games and Presence: A Systematic Review
Marto, A., & Gonçalves, A. (2022) · Journal of Imaging · doi:10.3390/jimaging8040091 · Cited by 48
Arruzza, E. S., & Chau, M. T. (2020) · Journal of medical imaging and radiation sciences · doi:10.1016/j.jmir.2020.10.003 · Cited by 57
Learning teamwork through a computer game: for the sake of performance or collaborative learning?
Riivari, E., Kivijärvi, M., & Lämsä, A. (2021) · Educational Technology Research and Development · doi:10.1007/s11423-021-10009-4 · Cited by 66
Technology-mediated financial education in developing countries: a systematic literature review
Menberu, A. W. (2024) · Cogent Business & Management · doi:10.1080/23311975.2023.2294879 · Cited by 68
Perception of avatars nonverbal behaviors in virtual reality
Etienne, E., Leclercq, A., Remacle, A., Dessart, L., & Schyns, M. (2023) · Psychology and Marketing · doi:10.1002/mar.21871 · Cited by 65
Daoudi, I. (2022) · Education and Information Technologies · doi:10.1007/s10639-022-11087-4 · Cited by 54
Gamification in the classroom: Kahoot! As a tool for university teaching innovation
Aibar‐Almazán, A., Castellote‐Caballero, Y., Carcelén‐Fraile, M. D. C., Rivas-Campo, Y., & González-Martín, A. M. (2024) · Frontiers in Psychology · doi:10.3389/fpsyg.2024.1370084 · Cited by 72
Manshoven, S., & Gillabel, J. (2021) · Sustainability · doi:10.3390/su132313277 · Cited by 60
Guzmán-Rivera, M. Á., Escudero-Nahón, A., & Magdaleno, S. L. C. (2020) · Sinéctica Revista Electrónica de Educación · doi:10.31391/s2007-7033(2020)0054-002 · Cited by 51
Review of smart learning: Patterns and trends in research and practice
Li, K. C., & Wong, B. T. M. (2021) · Australasian Journal of Educational Technology · doi:10.14742/ajet.6617 · Cited by 49
AI Agents and Education: Simulated Practice at ScalePreprint
Mollick, E., Mollick, L., Bach, N., Ciccarelli, L., Przystanski, B., & Ravipinto, D. (2024) · SSRN Electronic Journal · doi:10.2139/ssrn.4871171 · Cited by 49
Gómez, R. L., & Suárez, A. M. (2020) · International Journal of Educational Research Open · doi:10.1016/j.ijedro.2020.100021 · Cited by 48
Virtual Reality Simulation in Nursing and Midwifery Education
Saab, M. M., McCarthy, M. J., O’Mahony, B., Cooke, E., Hegarty, J. M., Murphy, D., Walshe, N., & Noonan, B. J. (2023) · CIN Computers Informatics Nursing · doi:10.1097/cin.0000000000001010 · Cited by 47
Critical success factors for small and medium sized businesses: a PRISMA-based systematic review
Malesu, M. L., & Syrovátka, P. (2025) · Future Business Journal · doi:10.1186/s43093-025-00458-1 · Cited by 47
¿Hacia la Ubersidad? Conflictos y contradicciones de la universidad digital
Segura, J. A., Castañeda, L., & Esteve‐Mon, F. M. (2018) · RIED Revista Iberoamericana de Educación a Distancia · doi:10.5944/ried.21.2.20669 · Cited by 47
Brazilian Journal of Development
(2021) · doi:10.34117/25258761 · Cited by 46
Gamification Acceptance for Learners with Different E-Skills
Panagiotarou, A., Stamatiou, Y., Pierrakeas, C., & Kameas, A. (2020) · International Journal of Learning, Teaching and Educational Research · doi:10.26803/ijlter.19.2.16 · Cited by 36
Adaptive scaffolding and engagement in digital game-based learning
Chen, C.-H., Law, V., & Huang, K. (2023) · Educational technology research and development · doi:10.1007/s11423-023-10244-x · Cited by 43
Geometry with a STEM and Gamification Approach: A Didactic Experience in Secondary Education
Moral-Sánchez, S. N., Compaña, M. T. S., & Romero, I. (2022) · Mathematics · doi:10.3390/math10183252 · Cited by 42
Understanding Economic, Social, and Environmental Sustainability Challenges in the Global South
Sierra, J., & Suárez-Collado, Á. (2021) · Sustainability · doi:10.3390/su13137201 · Cited by 46
Engagement Detection and Its Applications in Learning: A Tutorial and Selective Review
Booth, B. M., Bosch, N., & D’Mello, S. K. (2023) · Proceedings of the IEEE · doi:10.1109/jproc.2023.3309560 · Cited by 44
Adoption of a Serious Game in the Developing of Emotional Intelligence Skills
Almeida, F. L. (2019) · European Journal of Investigation in Health Psychology and Education · doi:10.3390/ejihpe10010004 · Cited by 41
Exploring the Impact of Gamification on 21st-Century Skills: Insights from DOTA 2
Samala, A. D., Bojić, L., Vergara, D., Klímová, B., & Ranuharja, F. (2023) · International Journal of Interactive Mobile Technologies (iJIM) · doi:10.3991/ijim.v17i18.42161 · Cited by 40
Learn biology using digital game-based learning: A systematic literature review
Situmorang, R. P., Suwono, H., Munzil, M., Susanto, H., Chang, C., & Liu, S.-Y. (2024) · Eurasia Journal of Mathematics Science and Technology Education · doi:10.29333/ejmste/14658 · Cited by 47
Frei-Landau, R., & Levin, O. (2023) · Frontiers in Psychology · doi:10.3389/fpsyg.2023.1149576 · Cited by 45
Serious educational games for children: A comprehensive framework
Asadzadeh, A., Shahrokhi, H., Shalchi, B., Khamnian, Z., & Rezaei‐Hachesu, P. (2024) · Heliyon · doi:10.1016/j.heliyon.2024.e28108 · Cited by 38
Li, C.-T., Hou, H., Li, M.-C., & Kuo, C.-C. (2021) · The Asia-Pacific Education Researcher · doi:10.1007/s40299-021-00573-x · Cited by 38
Lameras, P., Arnab, S., de Freitas, S., Petridis, P., & Dunwell, I. (2021) · Smart Learning Environments · doi:10.1186/s40561-021-00152-z · Cited by 30
Does avatar design in educational games promote a positive emotional experience among learners?
Segaran, K., Ali, A. Z. M., & Hoe, T. W. (2021) · E-Learning and Digital Media · doi:10.1177/2042753021994337 · Cited by 37
Pitic, D., & Irimiaș, T. (2023) · The International Journal of Management Education · doi:10.1016/j.ijme.2023.100839 · Cited by 38
Universitas Islam Nahdlatul Ulama Jepara, I., Sofiana, N., Mubarok, H., & Universitas Islam Nahdlatul Ulama Jepara, I. (2020) · International Journal of Instruction · doi:10.29333/iji.2020.13317a · Cited by 37
Swacha, J., Maskeliūnas, R., Damaševičius, R., Kulikajevas, A., Blažauskas, T., Muszyńska, K., Miluniec, A., & Kowalska, M. (2021) · Sustainability · doi:10.3390/su13084244 · Cited by 37
Leveraging the community of inquiry framework to support web-based simulations in disaster studies
Cooper, V., Forino, G., Kanjanabootra, S., & von Meding, J. K. (2020) · The Internet and Higher Education · doi:10.1016/j.iheduc.2020.100757 · Cited by 37
Yasin, N., Gilani, S. A. M., & Nair, G. (2021) · Industry and Higher Education · doi:10.1177/09504222211055067 · Cited by 35
Romero, M. C., & Giménez-Lozano, J. M. (2025) · Frontiers in Education · doi:10.3389/feduc.2024.1485098 · Cited by 39
Slattery, E. J., Lehane, P., Butler, D., O'Leary, M. R., & Marshall, K. (2025) · Review of Education · doi:10.1002/rev3.70035 · Cited by 34
alsswey, A., & Malak, M. Z. (2024) · Learning and Motivation · doi:10.1016/j.lmot.2024.101993 · Cited by 33
Effect of a Serious Educational Game on Academic and Affective Outcomes for Statistics Instruction
Wronowski, M. L., Urick, A., Wilson, A., Thompson, W. F., Thomas, D., Wilson, S. J., Elizondo, J., & Ralston, R. (2019) · Journal of Educational Computing Research · doi:10.1177/0735633118824693 · Cited by 33
Emotional and cognitive effects of learning with computer simulations and computer videogames
Magana, A. J., Hwang, J., Feng, S., Rebello, N. S., Zu, T., & Kao, D. (2022) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12654 · Cited by 33
Trindade, M. A. M., Edirisinghe, G. S., & Luo, L. (2024) · The International Journal of Management Education · doi:10.1016/j.ijme.2024.101104 · Cited by 38
Inovação em educação: uma análise sistemática de revisões de literatura
Petter, A. A., de Souza, D. G., Espinosa, T., & Araújo, I. S. (2025) · Revista Brasileira de Educação · doi:10.1590/s1413-24782025300017 · Cited by 32
Measuring performance in leaning process of digital game-based learning and static E-learning
Wu, C., Tzeng, Y.-L., & Huang, Y. (2020) · Educational Technology Research and Development · doi:10.1007/s11423-020-09765-6 · Cited by 32
Effects of the use of simulators and an online platform in logistics education
Pacheco-Velazquez, E. A. (2022) · International Journal on Interactive Design and Manufacturing (IJIDeM) · doi:10.1007/s12008-021-00791-z · Cited by 32
Virtual Gaming Simulation: Evaluating Players’ Experiences
Verkuyl, M. A., Djafarova, N., Mastrilli, P., & Atack, L. (2021) · Clinical Simulation in Nursing · doi:10.1016/j.ecns.2021.11.002 · Cited by 31
Online 3D gamification for teaching a human resource development course
Chung, C., & Lin, Y. (2022) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12641 · Cited by 30
Amir, L. R., Leonardy, I. C., Dewatmoko, S. N., Yanuar, R., Suniarti, D. F., Idrus, E., Sipiyaruk, K., & Puspitawati, R. (2023) · BMC Oral Health · doi:10.1186/s12903-023-03286-3 · Cited by 28
Sugahara, S., & Cilloni, A. (2021) · Journal of Accounting Education · doi:10.1016/j.jaccedu.2021.100730 · Cited by 28
Prokhorov, O. V., Lisovichenko, V. O., Mazorchuk, M. S., & Kuzminska, O. H. (2022) · Educational Technology Quarterly · doi:10.55056/etq.430 · Cited by 27
Metadata
- Authors
- Vlachopoulos, D., & Makri, A.
- Affiliations
- European University Cyprus (CY)
- Corresponding author
- Vlachopoulos, Dimitrios
- Venue
- International Journal of Educational Technology in Higher Education
- Published
- 2017-07-10
- Volume
- 14
- Issue
- 1
- ISSN
- 2365-9440 (ISSN-L)
- OpenAlex
- W2626812977
- Cited by
- 776
- References
- 152
- Citations by year
- 2026: 70 · 2025: 107 · 2024: 123 · 2023: 144 · 2022: 99 · 2021: 112 · 2020: 76 · 2019: 35 · 2018: 10
- FWCI
- 6.35
- Type
- journal article
- Language
- en
- Open access
- diamond
- doi.org
- Locations
- International Journal of Educational Technology in Higher Education (publishedVersion, cc-by)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Redalyc (Universidad Autónoma del Estado de México) (submittedVersion)
- Funders
- Laureate Education Inc. (David Wilson Award of Excellence in Teaching and Learning)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Education › Innovative Teaching Methodologies in Social Sciences
- Social Sciences › Education › Management and Marketing Education
- Keywords
- game-based learning, simulation, simulation-based training, university teaching, learning outcomes, cognitive outcomes, behavioural outcomes, affective learning outcomes, professional training
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review







