2017
DOI: 10.1016/j.compedu.2017.05.018
|View full text |Cite
|
Sign up to set email alerts
|

Pre-test influences on the effectiveness of digital-game based learning: A case study of a fire safety game

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

4
19
0
5

Year Published

2019
2019
2024
2024

Publication Types

Select...
7
2

Relationship

0
9

Authors

Journals

citations
Cited by 44 publications
(33 citation statements)
references
References 26 publications
4
19
0
5
Order By: Relevance
“…Regarding game assessment, nearly half of the studies evaluated the games in terms of usability, playability, satisfaction and players’ propensity to adopt games as a new safety training method [ 23 , 42 , 43 , 44 , 45 , 47 , 48 , 49 , 50 , 51 , 52 , 53 , 54 , 55 , 56 , 57 , 58 , 59 , 60 , 61 , 62 ]. Other forms of evaluation included training effectiveness through game performance (based on scores and player’s ability to complete levels) [ 37 , 47 , 48 , 52 , 58 , 63 , 64 , 65 , 66 , 67 , 68 , 69 , 70 , 71 ] or through the comparison between safety game training with traditional training (i.e., performed through lectures, videos and power-point presentations) [ 22 , 23 , 42 , 47 , 51 , 53 , 60 , 72 ].…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Regarding game assessment, nearly half of the studies evaluated the games in terms of usability, playability, satisfaction and players’ propensity to adopt games as a new safety training method [ 23 , 42 , 43 , 44 , 45 , 47 , 48 , 49 , 50 , 51 , 52 , 53 , 54 , 55 , 56 , 57 , 58 , 59 , 60 , 61 , 62 ]. Other forms of evaluation included training effectiveness through game performance (based on scores and player’s ability to complete levels) [ 37 , 47 , 48 , 52 , 58 , 63 , 64 , 65 , 66 , 67 , 68 , 69 , 70 , 71 ] or through the comparison between safety game training with traditional training (i.e., performed through lectures, videos and power-point presentations) [ 22 , 23 , 42 , 47 , 51 , 53 , 60 , 72 ].…”
Section: Resultsmentioning
confidence: 99%
“…Finally, the last group of studies included the smallest number of studies, in which a control group (trained with traditional methods or devices) was compared with an experimental group (trained with a game). Participants who received game training performed a statistically significantly better hazard perception compared with the in-class lecture group [ 42 , 72 ], video-media group [ 22 , 23 ] and those who read the users’ manual [ 51 ]. Moreover, in [ 23 ] a follow-up test was proposed, demonstrating that VR training allows users to maintain longer memories of safety issues compared with video media.…”
Section: Resultsmentioning
confidence: 99%
“…The results indicated that there was a significant difference between the scores of experimental and control groups and pre-testing did not have a significant influence. All et al (2017) conducted a study using the Solomon method on the evaluation of game-based learning and aimed to determine the advantages and disadvantages of pre-testing. As a result, it was determined that the pre-test had no effect and the game-based learning was effective.…”
Section: Discussionmentioning
confidence: 99%
“…al, 2014). Spesifik bagi pencapaian akademik, walaupun terdapat beberapa kajian yang telah dijalankan, dapatan empirikal berkenaan kesan pembelajaran berasaskan permainan digital terhadap peningkatan pencapaian akademik murid masih perlu diperbanyakkan lagi (All et. al., 2017).…”
Section: Pembelajaran Berasaskan Permainan Digitalunclassified