2016
DOI: 10.1016/j.chb.2016.05.023
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Game-based Learning and 21st century skills: A review of recent research

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Cited by 638 publications
(339 citation statements)
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References 56 publications
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“…Game and learning materials design based games tend to work better than just games that contain educational or entertaining matches only. In summary, this study demonstrates the reason for optimism about the potential for using game based learning as an approach to promote the development of 21 st century skills in the future (Qian & Clark, 2016).…”
Section: Introductionmentioning
confidence: 99%
“…Game and learning materials design based games tend to work better than just games that contain educational or entertaining matches only. In summary, this study demonstrates the reason for optimism about the potential for using game based learning as an approach to promote the development of 21 st century skills in the future (Qian & Clark, 2016).…”
Section: Introductionmentioning
confidence: 99%
“…Kyza, Constantinou, and Spanoudis () found that appropriate scaffolding can support students, particularly low‐achievement tracked students, when engaging in scientific practices. Qian and Clark () argued that role play experiences provide a successful game design model. In fact, prior research on collaborative mobile AR games has determined that differentiated interdependent roles can effectively scaffold collaborative problem‐solving (Dunleavy et al, ; Squire & Jan, ), and narrative‐based games are able to provide a structure in which to think (Squire & Klopfer, ).…”
Section: Discussionmentioning
confidence: 99%
“…One area of promise for the measurement of implicit learning in recent research is in game-based learning and game-based assessment of learning. Well-crafted learning games can compel players to persist in complex problem solving (Asbell-Clarke et al, 2012;Qian & Clark, 2016;Shute, Ventura, & Ke, 2015;Steinkuehler & Duncan, 2008), and engage in deep science, technology, engineering, and math (STEM) learning (Clark et al, 2011). Game-like digital activities provide a natural and engaging environment that allows actions to inform the assessment of learning (Gee & Shaffer, 2010;Shute & Kim, 2014).…”
Section: Implicit Learningmentioning
confidence: 99%