2016
DOI: 10.1007/s10055-016-0298-4
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Success factors for serious games to enhance learning: a systematic review

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Cited by 149 publications
(121 citation statements)
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References 89 publications
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“…More specifically, if the learning content is too tightly connected to the narrative, it could be overlooked if the player does not find the narrative engaging-whether due to flaws in the narrative, individual differences that lead a player to want to rush through the narrative, or any other reason that may cause a player to skip past or not pay attention to the narrative. While some scholars have stated that narrative maintains player attention on the learning material (Ravyse, Blignaut, Leendertz, & Woolner, 2017), this study has shown that narrative may actually pull the player's attention away from the learning material, in some cases.…”
Section: Discussionmentioning
confidence: 57%
“…More specifically, if the learning content is too tightly connected to the narrative, it could be overlooked if the player does not find the narrative engaging-whether due to flaws in the narrative, individual differences that lead a player to want to rush through the narrative, or any other reason that may cause a player to skip past or not pay attention to the narrative. While some scholars have stated that narrative maintains player attention on the learning material (Ravyse, Blignaut, Leendertz, & Woolner, 2017), this study has shown that narrative may actually pull the player's attention away from the learning material, in some cases.…”
Section: Discussionmentioning
confidence: 57%
“…This study focuses on providing a better understanding of how to define supportive structures for the introduction and use of SSGs, thus some of the benefits and potential for new possibilities in using them need to be mentioned. According to several recent review papers [2,8,10,39], there has been a large increase in interest in SSGs during the last decade. While there are negative aspects related to this type of learning, there seem to be more positive experiences.…”
Section: Possibilities Provided By Ssgsmentioning
confidence: 99%
“…In the educational field, teachers at the various school levels, in an effort to increase their students' assimilation of knowledge, are adapting their classes to in- WESTERA, 2017; FARASHAHI; TAJEDDIN, 2018). In this scenario, business games are increasingly being used in college programs (GONEN et al, 2009;LYN;TU, 2011;WOLFE, 2016;RAVYSE et al, 2017). This growth can be partly attributed to the fact that through business games, students can experience, in simplified fashion, the difficulties faced in the real world, without incurring the risks of a real company (BEN-Z-VI, 2010;LYN;TU, 2012;BRAGHIROLLI et al, 2016;WESTERA, 2017).…”
Section: Experiential Learning and Business Gamesmentioning
confidence: 99%
“…the possibility of producing better learning results compared to conventional teaching methods(KEYS;WOLFE, 1990;BEN-ZVI, 2010;RAVYSE et al, 2017);(2)the help in reducing the fragmentation of undergraduate courses by promoting more integration between the basic areas (LAINEMA; NURMI, 2004; GONEN et al, 2009; LOVELACE; EGGERS; DYCK, 2016; HAWLITSCHEK; JOECKEL, 2017; KORIS; ÖRTENBLAD; OJALA, 2017); and (3) the systemic treatment of students, integrating the rational and emotional sides (OLI-VEIRA; SAUAIA, 2011; TAO; HUNG, 2012; BRAGHIROLLI et al, 2016; LOVELACE; EGGERS; DYCK, 2016; KORIS; ÖRTENBLAD; OJALA, 2017), stimulating a change in behavior and the development of skills and competencies beyond those instilled by traditional teaching (KEYS; WOLFE, 1990; SALAS; WILDMAN; PICCOLO, 2009; FITÓ-BERTRAN; HERNÁNDEZ-LARA; SERRADELL-LÓPEZ, 2014; BRAGHIROLLI et al, 2016; HAWLITSCHEK; JOECKEL, 2017); Notwithstanding the contributions of business games and their growing use, many institutions still face barriers to their application, among them: the high cost to acquire software licenses (PASIN; GIROUX, 2011; BURDON; MUNRO, 2017); lack of adequate infrastructure (BEN-ZVI, 2010; BURDON; MUNRO, 2017); lack of preparation of professors to conduct this type of activity (TAO; CHENG; SUN, 2009;…”
mentioning
confidence: 99%