A systematic literature review of empirical evidence on computer games and serious games
@article{Connolly2012ASL, title={A systematic literature review of empirical evidence on computer games and serious games}, author={Thomas M. Connolly and Elizabeth A. Boyle and Ewan MacArthur and Thomas Hainey and James M. Boyle}, journal={Comput. Educ.}, year={2012}, volume={59}, pages={661-686} }
2,185 Citations
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
- PsychologyComput. Educ.
- 2016
Educational Games as a Motivational Tool: Considerations on their Potential and Limitations
- EducationCSEDU
- 2019
The interviews suggested that players tend to view game-based learning – and specifically serious games at school – with scepticism, and that gaming, as a voluntary, self-driven activity, clashes with the structured nature of school.
Effects of Serious Games on Student Engagement, Motivation, Learning Strategies, Cognition, and Enjoyment
- EducationInternational Journal of Adult Education and Technology
- 2022
Serious games have been deemed as an effective tool to engage students with various needs and expectations. Although serious games have emerged as an important assistant in education, sparse studies…
The effectiveness of three serious games measuring generic learning features
- PsychologyBr. J. Educ. Technol.
- 2017
Three empirical studies presented that investigate the effectiveness of serious games as opposed to traditional classroom instruction on learning features as well as learning outcomes show that students that played the serious games scored higher on features associated with high-quality learning.
Serious Games as a Complementary Tool for Social Skill Development in Young People: A Systematic Review of the Literature
- PsychologySimulation & Gaming
- 2021
Background The use of games for social skill development in the classroom is accelerating at a tremendous rate. At the same time, the research surrounding games designed for teaching social skills…
Assessment Measures in Game-based Learning Research: A Systematic Review
- Psychology
- 2021
The use of games in educational contexts is well documented in GBL research. Nevertheless, effectiveness evidence needs to be more extensively analyzed. An effective GBL strategy should address the…
Applying Activity Theory in Comparatively Evaluating Serious Games
- Education2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)
- 2014
How an adaptation of Activity Theory could help to clarify which game components are most useful and why and why is described.
Empirical Validation of Serious Game and Video Game Engagement among College Youth: Understanding its Impact on Learning
- EducationHigher Education and Oriental Studies
- 2022
This study proposes and validates a conceptual model for predicting student engagement in playing serious and video games. The model comprises affective and behavioural engagement. The serious game…
Comparing Serious Games and Educational Simulations: Effects on Enjoyment, Deep Thinking, Interest and Cognitive Learning Gains
- Education, PsychologySimulation & Gaming
- 2018
It is concluded that learning with serious games does not always lead to the expected increases in all aspects of engagement and learning outcomes, and research needs to address the interplay of game elements and their impact on engagement andlearning in more detail.
References
SHOWING 1-10 OF 105 REFERENCES
Current Practices in Serious Game Research: A Review from a Learning Outcomes Perspective
- Business
- 2009
It is concluded that serious games potentially improve the acquisition of knowledge and cognitive skills and seem to be promising for the Acquisition of fine-grid motor skills and to accomplish attitudinal change.
A Qualitative Meta-Analysis of Computer Games as Learning Tools
- Education
- 2009
This chapter intends to systematically review and synthesize the theories, methods, and findings of both qualitative and quantitative inquiries on computer-based instructional games to inform policy and practice based on existing studies.
Games, Motivation, and Learning: A Research and Practice Model
- Education
- 2002
An input-processoutput model of instructional games and learning is presented that elaborates the key features of games that are of interest from an instructional perspective; the game cycle of user judgments, behavior, and feedback that is a hallmark of engagement in game play; and the types of learning outcomes that can be achieved.
The role of psychology in understanding the impact of computer games
- PsychologyEntertain. Comput.
- 2011
Classification of learning outcomes: evidence from the computer games literature
- Education
- 2005
Following up on an earlier issue of The Curriculum Journal (Vol. 16, No. 1), this article focuses on learning outcomes in the context of video games. Learning outcomes are viewed from two theoretical…
The effects of video game playing on attention, memory, and executive control.
- PsychologyActa psychologica
- 2008
Educational Video Game Design: A Review of the Literature
- Education
- 2007
This review of the literature on video game research focuses on publications analyzing educational game design, namely those that present design elements conducive to learning, the theoretical underpinnings ofgame design, and learning outcomes from video game play.
The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games
- PsychologyPsychiatric Quarterly
- 2007
A meta-analytic review of studies that examine the impact of violent video games on both aggressive behavior and visuospatial cognition in order to understand the full impact of such games did not support the conclusion that violent video game playing leads to aggressive behavior.
The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression
- Psychology
- 2007
The possible impact of technological advancement on video games’ effects—particularly in the case of violent games—has often been discussed but has not been thoroughly explored by empirical research.…