2022
DOI: 10.1109/te.2022.3142688
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Comparing the Effectiveness of Video-Based Learning and Game-Based Learning Using Teacher-Authored Video Games for Online Software Engineering Education

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Cited by 38 publications
(23 citation statements)
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“…Games have also taken part of this adaptative process. The gamification of education and the use of resources such as Virtual Worlds (VM), regular or educational video games [16], [27]- [33] have shown enormous potential as educational tools, which can be successfully applied to improve the educational experience for students and teachers [34], [35]. While each type of game has a different application approach and certain guidelines should be considered depending on the specific case [36], literature has showed that all of them can have an impact in the learning process.…”
Section: B Serious Games To Improve Resilience Skillsmentioning
confidence: 99%
See 1 more Smart Citation
“…Games have also taken part of this adaptative process. The gamification of education and the use of resources such as Virtual Worlds (VM), regular or educational video games [16], [27]- [33] have shown enormous potential as educational tools, which can be successfully applied to improve the educational experience for students and teachers [34], [35]. While each type of game has a different application approach and certain guidelines should be considered depending on the specific case [36], literature has showed that all of them can have an impact in the learning process.…”
Section: B Serious Games To Improve Resilience Skillsmentioning
confidence: 99%
“…While each type of game has a different application approach and certain guidelines should be considered depending on the specific case [36], literature has showed that all of them can have an impact in the learning process. Indeed, recent studies like [31] and [33] have proven that in certain scenarios serious video games are at least as or even more effective from a motivational and knowledge acquisition perspective than other learning approaches such as master classes or video-based learning. Table 1 presents some comparative information about the definition, applications and literature examples of games, video games, serious games and gamification.…”
Section: B Serious Games To Improve Resilience Skillsmentioning
confidence: 99%
“…This adaptative process has included games as well. The use of resources such as Virtual Worlds (VM), normal or educational video games, and the gamification of education Learning Games (also known as serious games, educational games, or applied games) have recently become popular [2] [3]. While each form of the game has a different application method and certain rules should be addressed depending on the unique situation, research has proven that they all have an impact on learning.…”
Section: Introductionmentioning
confidence: 99%
“…While each form of the game has a different application method and certain rules should be addressed depending on the unique situation, research has proven that they all have an impact on learning. Indeed, recent studies have shown that serious video games are at least as good as, if not better than, traditional learning methods like master classes or video-based learning in specific settings [4] [3].Serious games are those that are used for business, treatment, medicine, education, health, advertising, and military training, as well as for fun. Serious games, in addition to offering amusement, are primarily used to train and educate players [5].…”
Section: Introductionmentioning
confidence: 99%
“…Since the technology itself is developing rapidly, the relevancy of video-based learning has become subjects to research around the world. For instance, Gordillo, López-Fernández and Tovar, (2022) has compare the effectiveness for online software engineering education of video-based learning and game-based learning using teacher-authored educational video games and the results show that game-based learning using teacher-authored educational video games was more effective than video-based learning in terms of both knowledge acquisition and motivation. This may lead to the obsolete of video-based learning in the future though further research is required.…”
mentioning
confidence: 99%