The interest for game-based learning is growing among science educators. A range of research reviews have been published regarding the educational potentials of using computer games as a tool for learning and mediation, but on a general level. This research review focuses on empirical studies conducted on computer game play specifically used to enhance science learning. 50 publications published during the last decade were found that met the criteria of presenting empirical data from students using games for learning science in school contexts. The studies are reviewed and analysed according to: type of game, research design, research interests and research methodology, school subject and content, number and age of students, time spent on the intervention, gender, and teacher roles. The scope and quality of the studies are also discussed.
The post‐war period in the Scandinavian countries has been characterized by successive school reforms administered by social democratic governments following a moderate form of progressivism. A central idea is of equality and of an equal right to quality education. The public schools dominate and the management is top‐down. For a long period of time there have been central national curricula. In recent years the System of public schools has been questioned, as has the ideological basis of the curriculum. Proponents of a new liberal ideology demand more private schools, decentralization and efficiency. New conservative ideas at the same time argue for the restoration of basic forms of knowledge, competition and moral qualities to be mirrored in the new national curricula.
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