The DOI matches its Crossref record; 4 of the 4 references it cites were found in a registry or an index.
Our Princess Is in Another Castle: A Review of Trends in Serious Gaming for Education
Abstract
Do video games show demonstrable relationships to academic achievement gains when used to support the K-12 curriculum? In a review of literature, we identified 300+ articles whose descriptions related to video games and academic achievement. We found some evidence for the effects of video games on language learning, history, and physical education (specifically exergames), but little support for the academic value of video games in science and math. We summarize the trends for each subject area and supply recommendations for the nascent field of video games research. Many educationally interesting games exist, yet evidence for their impact on student achievement is slim. We recommend separating simulations from games and refocusing the question onto the situated nature of game-player-context interactions, including meta-game social collaborative elements.
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Cites
Barsalou, L. W. (2008) · Annual Review of Psychology · doi:10.1146/annurev.psych.59.103006.093639 · Cited by 5,936 · cited 1×
“There are potentially interesting connections between exergames and cognitive research on embodied or grounded cognition (e.g., Barsalou, 2008, 2010) and a potentially rich and easy stream of data from these devices using their sophisticated camera systems and log files.”
BackgroundGrounded Cognition: Past, Present, and Future: Topics in Cognitive Science
Barsalou, L. W. (2010) · Topics in Cognitive Science · doi:10.1111/j.1756-8765.2010.01115.x · Cited by 993
Learning English with The Sims: exploiting authentic computer simulation games for L2 learning
Ranalli, J. (2008) · Computer Assisted Language Learning · doi:10.1080/09588220802447859 · Cited by 269
The effect of interactivity with a music video game on second language vocabulary recall
deHaan, J., Reed, W. M., & Kuwanda, K. (2010) · Language Learning & Technology · doi:10.64152/10125/44215 · Cited by 266
Cited by
The gamification of learning: a meta-analysis
Sailer, M., & Homner, L. (2020) · Educational Psychology Review · doi:10.1007/s10648-019-09498-w · Cited by 2,594
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
Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills.
Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier, D. (2018) · Psychological Bulletin · doi:10.1037/bul0000130 · Cited by 807
The effect of games and simulations on higher education: a systematic literature review
Vlachopoulos, D., & Makri, A. (2017) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-017-0062-1 · Cited by 776
Gameplay Engagement and Learning in Game-Based Learning: A Systematic Review
Abdul Jabbar, A. I., & Felicia, P. (2015) · Review of Educational Research · doi:10.3102/0034654315577210 · Cited by 576
Metadata
- Authors
- Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., Simeoni, Z., Tran, M., & Yukhymenko, M.
- Venue
- Review of Educational Research
- Published
- 2012-03
- Volume
- 82
- Issue
- 1
- Pages
- 61-89
- ISSN
- 0034-6543 (ISSN-L)
- 1935-1046
- OpenAlex
- W2156694694
- Cited by
- 736
- References
- 4
- FWCI
- 107.18
- Type
- journal article
- Language
- en
- Open access
- closed
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- Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., Simeoni, Z., Tran, M., & Yukhymenko, M. (2012). Our Princess Is in Another Castle: A Review of Trends in Serious Gaming for Education. Review of Educational Research. https://doi.org/10.3102/0034654312436980
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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