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.
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“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]
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Cites
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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
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
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