2021
DOI: 10.1016/j.ijedro.2020.100021
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Gaming to succeed in college: Protocol for a scoping review of quantitative studies on the design and use of serious games for enhancing teaching and learning in higher education

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Cited by 26 publications
(23 citation statements)
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“…The effectiveness of the use of games in the educational process is confirmed by a number of studies [7], the high potential of game techniques in education is described by various authors [8][9][10][11]. At the same time, researchers note a number of problems, such as the lack of unified methodological approaches to assessing the effectiveness of the applied game teaching methods, which is a problem for stakeholders in the field of education and game developers seeking to find innovative tools that can help improve student learning outcomes [6]. The authors also note the need to test claims about the benefits of, for example, computer games in education through rigorous research and substantiate them based on evidence-based theories about how people learn [12].…”
Section: Introductionmentioning
confidence: 91%
See 1 more Smart Citation
“…The effectiveness of the use of games in the educational process is confirmed by a number of studies [7], the high potential of game techniques in education is described by various authors [8][9][10][11]. At the same time, researchers note a number of problems, such as the lack of unified methodological approaches to assessing the effectiveness of the applied game teaching methods, which is a problem for stakeholders in the field of education and game developers seeking to find innovative tools that can help improve student learning outcomes [6]. The authors also note the need to test claims about the benefits of, for example, computer games in education through rigorous research and substantiate them based on evidence-based theories about how people learn [12].…”
Section: Introductionmentioning
confidence: 91%
“…If initially the games market was aimed mainly at satisfying the need for entertainment, now there is a huge number of so-called "serious" games. There is an increase in the number of publications related to educational games [6]. The effectiveness of the use of games in the educational process is confirmed by a number of studies [7], the high potential of game techniques in education is described by various authors [8][9][10][11].…”
Section: Introductionmentioning
confidence: 99%
“…The purpose of game-based learning is to educate players by embedding learning outcomes in game content, creating a 'serious game' that is focused on engaging the user to achieve predefined objectives, promoting learning and behavioural change, rather than mere entertainment [33,44]. In the past few decades, there has been a proliferation of research and review articles on the design and use of serious games in higher education as an alternative to traditional teaching methods [33,42,45,46], and also in the field of sustainability education [27,37,47,48]. Gamification principles such as achievable goals, progression paths, strategy options, immediate feedback, levels, points, rewards, competition, and cooperation encourage players to take on different roles, experiment with different options, and reflect on their choices and behaviour [48,49].…”
Section: Game-based Learning and Serious Gamesmentioning
confidence: 99%
“…Liu & Chu, 2010 ) (Suh et al, 2010 ) (J. C. Yang et al, 2010 ). SEGs are considered as an alternative to traditional teaching methods that can contribute to improving student motivation, promoting learning, increasing task engagement, and higher specific skills such as problem-solving and collaboration (Petri & Gresse von Wangenheim, 2017 ) (Lamb et al, 2018 ) (Gómez & Suárez, 2021 ) .
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Section: Introductionmentioning
confidence: 99%