2020
DOI: 10.1080/15391523.2020.1743798
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Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis

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Cited by 44 publications
(40 citation statements)
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References 127 publications
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“…In this vein, Kapp [14] holds that digital educational games, based on computer technology, aesthetics, and gameplay mechanics, are capable of engaging students and keeping them motivated. Recent research evidence suggests that, when used wisely, digital educational games can afford a new medium of learning, which then gives way to the emergence of digital educational games in various contexts [15,16]. For example, Yuda [17] examined the effectiveness of flash-based puzzle digital games of Japanese maps and found that educational games as digital education materials have an impact on improving pupils' spatial thinking, expanding their views, and supporting geographical education.…”
Section: Literature Reviewmentioning
confidence: 99%
“…In this vein, Kapp [14] holds that digital educational games, based on computer technology, aesthetics, and gameplay mechanics, are capable of engaging students and keeping them motivated. Recent research evidence suggests that, when used wisely, digital educational games can afford a new medium of learning, which then gives way to the emergence of digital educational games in various contexts [15,16]. For example, Yuda [17] examined the effectiveness of flash-based puzzle digital games of Japanese maps and found that educational games as digital education materials have an impact on improving pupils' spatial thinking, expanding their views, and supporting geographical education.…”
Section: Literature Reviewmentioning
confidence: 99%
“…While it is true that there are many definitions of what gamification is, one of the most widespread is the one proposed by Kapp (2012), which includes the integration of characteristics, mechanics and aesthetics of games into non-playful contexts with the main purpose of engaging the participants. Studies have shown that games are considered effective pedagogical resources as they promote the acquisition of contents, motivation and critical thinking (Martínez-Navarro 2017; Talan et al, 2020). The breadth of the term gamification meant that it was necessary to be more specific about this methodology.…”
Section: Srs: Setting the Class In A Playful Contextmentioning
confidence: 99%
“…Zou (2020) demonstrates in his research a gamified inverted EFL class for primary education on the perception of students and teachers. Talan et al (2020) demonstrate the effectiveness of digital and nondigital educational games: a comparative meta-analysis and metathematic analysis in terms of language learning. Cabrera-Solano et al (2020) enhance the active learning of EFL students using mobile devices "Formative".…”
Section: Analysis Of Recent Research and Publicationsmentioning
confidence: 99%