2005
DOI: 10.1080/09585170500384529
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Classification of learning outcomes: evidence from the computer games literature

Abstract: Following up on an earlier issue of The Curriculum Journal (Vol. 16, No. 1), this article focuses on learning outcomes in the context of video games. Learning outcomes are viewed from two theoretical frameworks: Kirkpatrick's levels of evaluation and the CRESST model of learning. These are used to analyse the outcomes claimed in journal articles that report empirical work, indicating the usefulness of the frameworks, and the necessity to consider the role of affective learning. The article ends with some comme… Show more

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Cited by 344 publications
(187 citation statements)
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References 84 publications
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“…Space limitations preclude a review of the myriad games developed to improve educational outcomes in almost every subject taught in schools. Several reviews already exist on the learning outcomes associated with educational games (e.g., O'Neil, Wainess, & Baker, 2005), and a meta-analysis concluded that games can make important advances in the educational reform necessary to deal with the learning challenges of the next century (Vogel et al, 2006).…”
Section: "Serious" Games In Health and Educationmentioning
confidence: 99%
“…Space limitations preclude a review of the myriad games developed to improve educational outcomes in almost every subject taught in schools. Several reviews already exist on the learning outcomes associated with educational games (e.g., O'Neil, Wainess, & Baker, 2005), and a meta-analysis concluded that games can make important advances in the educational reform necessary to deal with the learning challenges of the next century (Vogel et al, 2006).…”
Section: "Serious" Games In Health and Educationmentioning
confidence: 99%
“…Finally, the pedagogical aspect concerns the teaching approach: how to gain knowledge effectively about the environment and the concepts that are being taught. Until now, many computer games have been developed for learning purposes, but very few perform a thorough analysis as several researchers have pointed out (Connolly, Stansfield, & Hainey et al, 2007;O'Neil et al 2005;Squire, 2002). There is also a lack of comparison of the effectiveness of computer games with other learning methods such as lectures (Leemkuil, 2005).…”
Section: New Methods Vs Traditional Methodsmentioning
confidence: 99%
“…As part of this brief review, we will focus on aspects related to the potential of serious games for transfer of knowledge. These types of game present a learner approach; while creating a meaningful environment for learning [5]; by doing so, they can address both cognitive and affective dimensions of learning [6]. As a result, in this decade several games have focused on the exploitation of serious games for learning, creating what is called edutainment, infotainment or entertainment-education.…”
Section: B Serious Gamementioning
confidence: 99%