Influence of online computer games on the academic achievement of nontraditional undergraduate students

被引:16
|
作者
Turner, Patrick E. [1 ]
Johnston, Elizabeth [2 ]
Kebritchi, Mansureh [3 ]
Evans, Sally [4 ]
Heflich, David A. [5 ]
机构
[1] Univ Montana, Helena Coll, Student Support Serv, 1115 North Roberts Dr, Helena, MT 59601 USA
[2] Univ Phoenix, Ctr Educ & Instruct Technol Res, 2672 Ptarmigan Dr, Walnut Creek, CA USA
[3] Univ Phoenix, Ctr Educ & Instruct Technol Res, 3935 Flowering Stream, Oviedo, FL USA
[4] Univ Phoenix, Ctr Educ & Instruct Technol Res, 4712 Morrowood Lane, Charlotte, NC USA
[5] Univ Phoenix, Ctr Educ & Instruct Technol Res, 1300 Running Springs Rd, Walnut Creek, CA USA
来源
COGENT EDUCATION | 2018年 / 5卷 / 01期
关键词
nontraditional students; computer games; academic achievement; motivation; retention; higher education; part-time student; post-secondary education; gamification; game-based learning;
D O I
10.1080/2331186X.2018.1437671
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Technological advances have provided educational institutions the capability to explore various online teaching strategies such as digital games in the classroom. Though games can be used to engage various learning styles and behaviors, the platform is mainly practiced at the secondary educational grade level with traditional-aged students. Little research literature exists that explores the influence of digital game-based learning on the academic achievement of nontraditional undergraduate students. An extensive literature review of 77 articles was conducted using the procedure developed in Cooper's Taxonomy (1998) for analyzing and synthesizing literature. Cooper's system involved (a) formulating the problem, (b) collecting data, (c) evaluating data appropriateness, (d) analyzing and interpreting relevant data, and (e) organizing and presenting the results. This scoping literature review explores how digital games can be used in the educational environment to support the learning of nontraditional students.
引用
收藏
页数:16
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