Game-Based Learning in Science Education: A Review of Relevant Research

被引:0
|
作者
Ming-Chaun Li
Chin-Chung Tsai
机构
[1] National Taiwan University of Science and Technology,Graduate Institute of Applied Science and Technology
[2] National Taiwan University of Science and Technology,Graduate Institute of Digital Learning and Education
来源
Journal of Science Education and Technology | 2013年 / 22卷
关键词
Science education; Science learning; Game-based learning; Digital games;
D O I
暂无
中图分类号
学科分类号
摘要
The purpose of this study is to review empirical research articles regarding game-based science learning (GBSL) published from 2000 to 2011. Thirty-one articles were identified through the Web of Science and SCOPUS databases. A qualitative content analysis technique was adopted to analyze the research purposes and designs, game design and implementation, theoretical backgrounds and learning foci of these reviewed studies. The theories and models employed by these studies were classified into four theoretical foundations including cognitivism, constructivism, the socio-cultural perspective, and enactivism. The results indicate that cognitivism and constructivism were the major theoretical foundations employed by the GBSL researchers and that the socio-cultural perspective and enactivism are two emerging theoretical paradigms that have started to draw attention from GBSL researchers in recent years. The analysis of the learning foci showed that most of the digital games were utilized to promote scientific knowledge/concept learning, while less than one-third were implemented to facilitate the students’ problem-solving skills. Only a few studies explored the GBSL outcomes from the aspects of scientific processes, affect, engagement, and socio-contextual learning. Suggestions are made to extend the current GBSL research to address the affective and socio-contextual aspects of science learning. The roles of digital games as tutor, tool, and tutee for science education are discussed, while the potentials of digital games to bridge science learning between real and virtual worlds, to promote collaborative problem-solving, to provide affective learning environments, and to facilitate science learning for younger students are also addressed.
引用
收藏
页码:877 / 898
页数:21
相关论文
共 50 条
  • [21] A Review of Trends in Digital Game-Based Language Learning Research
    Hung, Hsiu-Ting
    Chang, Jo-Ling
    Yeh, Hui-Chin
    2016 IEEE 16TH INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT), 2016, : 508 - 512
  • [22] A meta-analysis of research on digital game-based science learning
    Tsai, Yu-Ling
    Tsai, Chin-Chung
    JOURNAL OF COMPUTER ASSISTED LEARNING, 2020, 36 (03) : 280 - 294
  • [23] Research on Online Game-based Learning
    Jiao, Xuhua
    PROCEEDINGS OF 2010 INTERNATIONAL CONFERENCE ON INFORMATION TECHNOLOGY AND INDUSTRIAL ENGINEERING, VOLS I AND II, 2010, : 1030 - 1034
  • [24] Supporting Students' Reflection in Game-Based Science Learning: A Literature Review
    Yang, Xiaotong
    Liu, Yang
    BLENDED LEARNING: RE-THINKING AND RE-DEFINING THE LEARNING PROCESS, ICBL 2021, 2021, 12830 : 119 - 131
  • [25] Three decades of game-based learning in science and mathematics education: an integrated bibliometric analysis and systematic review
    Chen, Pei-Ying
    Hwang, Gwo-Jen
    Yeh, Ssu-Yin
    Chen, Yi-Ting
    Chen, Ting-Wei
    Chien, Chih-Hsuan
    JOURNAL OF COMPUTERS IN EDUCATION, 2022, 9 (03) : 455 - 476
  • [26] Three decades of game-based learning in science and mathematics education: an integrated bibliometric analysis and systematic review
    Pei-Ying Chen
    Gwo-Jen Hwang
    Ssu-Yin Yeh
    Yi-Ting Chen
    Ting-Wei Chen
    Chih-Hsuan Chien
    Journal of Computers in Education, 2022, 9 : 455 - 476
  • [27] Involving Students in Research with Elements of Game-Based Learning for Engineering Education
    Bychkov, Petr
    Netesova, Maria
    Sachkova, Anna
    Mapelli, Carlo
    Zabrodina, Irina
    TEACHING AND LEARNING IN A DIGITAL WORLD, 2018, 716 : 768 - 775
  • [28] A systematic review of augmented reality game-based Learning in STEM education
    Yu, Jiaqi
    Denham, Andre R.
    Searight, Empress
    ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2022, 70 (04): : 1169 - 1194
  • [29] Designing Science Learning with Game-Based Approaches
    Liu, Min
    Rosenblum, Jason
    Horton, Lucas
    Kang, Jina
    COMPUTERS IN THE SCHOOLS, 2014, 31 (1-2) : 84 - 102
  • [30] Mobile game-based methodology for science learning
    Sanchez, Jaime
    Salinas, Alvaro
    Saenz, Mauricio
    HUMAN-COMPUTER INTERACTION, PT 4, PROCEEDINGS: HCI APPLICATIONS AND SERVICES, 2007, 4553 : 322 - +