The effects of competition in digital game-based learning (DGBL): a meta-analysis

被引:53
|
作者
Chen, Ching-Huei [1 ]
Shih, Chun-Chao [1 ]
Law, Victor [2 ]
机构
[1] Natl Changhua Univ Educ, Dept Ind Educ & Technol, 1 Jin De Rd, Changhua, Taiwan
[2] 1 Univ New Mexico, Program Org Informat & Learning Sci, Zimmerman Lib, Univ New Mexico, Rm 238,MSC05 3020, Albuquerque, NM 87131 USA
关键词
Game-based learning; Competition; Meta-analysis; STUDENTS MOTIVATION; EDUCATIONAL GAMES; SERIOUS GAMES; PERFORMANCE; ACHIEVEMENT; ENGAGEMENT; PERCEPTIONS; FEEDBACK; IMPACT; PLAY;
D O I
10.1007/s11423-020-09794-1
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Digital game-based learning (DGBL) is known to be widely used for improving learning in various fields. Among the elements of DGBL, competition has been very controversial. This meta-analysis, which included 25 articles written between 2008 and 2019, revealed that DGBL has produced improvements for learning outcomes with an overall effect size of .386. In addition, we explored multiple moderators to understand how competition in DGBL influenced student learning for different learners, contexts, game types, and learning outcomes. We found that competition in DGBL was effective for math, science and language, but not for social science and other subjects. It was effective for K12 students and college students. It was effective for puzzle, strategy, role-playing, and simulation, but not for action games. Finally, competition in DGBL was equally effective for cognitive and non-cognitive outcomes. Through the results of this study, we fill a critical gap in the research left by recent reviews, which do not examine the role of competition; a key gaming element. In addition, we offer a number of suggestions for future studies.
引用
收藏
页码:1855 / 1873
页数:19
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