Effects of Digital Game-Based Learning on Elementary Science Learning: A Systematic Review

被引:70
|
作者
Hussein, Mahmood H. [1 ]
Ow, Stew Hock [1 ]
Cheong, Loh Sau [2 ]
Thong, Meow-Keong [3 ]
Ebrahim, Nader Ale [4 ]
机构
[1] Univ Malaya, Fac Comp Sci & Informat Technol, Dept Software Engn, Kuala Lumpur 50603, Malaysia
[2] Univ Malaya, Fac Educ, Dept Educ Psychol & Counselling, Kuala Lumpur 50603, Malaysia
[3] Univ Malaya, Fac Med, Dept Paediat, Kuala Lumpur 50603, Malaysia
[4] Univ Malaya, Inst Res Management & Monitoring IPPP, Ctr Res Serv, Kuala Lumpur 50603, Malaysia
关键词
Digital game-based learning; science education; serious games; systematic review; EDUCATIONAL COMPUTER GAME; EMPIRICAL-EVIDENCE; VIRTUAL WORLDS; STUDENTS; PERFORMANCE; SKILLS; ACHIEVEMENTS; MOTIVATION; LITERACY;
D O I
10.1109/ACCESS.2019.2916324
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Digital game-based learning (DGBL) has been perceived as an engaging teaching approach to foster students' learning and motivation. There are different opinions about the potential benefits of gaming on students' academic achievements, motivation, and skills in science courses due to the lack of empirical evidence and mixed results. To address this issue, this paper provides a review of relevant literature from 2006 to 2017 to examine the effects of using educational computer games in teaching science at the elementary education level. This paper employed a multidimensional framework to classify learning outcomes from studies of DGBL applications in the area of elementary science education. The findings of this review show a promising potential of DGBL, particularly in the area of content understanding. However, the findings of the review also suggest that there is a need to provide additional research in order to gain a more comprehensive picture of the educational effectiveness of DGBL. Hence, researchers are advised to conduct more randomized controlled trials (RCTs), various learning modes (e.g., collaborative and individual), and comparisons of DGBL to traditional methods of teaching. Furthermore, the researchers are highly encouraged to examine the effectiveness of DGBL applications in other areas, such as problemsolving and critical thinking. The findings of this review can benefit educational computer game designers, educators, and practitioners in the area of science education, particularly at the elementary level.
引用
收藏
页码:62465 / 62478
页数:14
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