2015
DOI: 10.1007/s40692-015-0039-9
|View full text |Cite
|
Sign up to set email alerts
|

The use of serious games in science education: a review of selected empirical research from 2002 to 2013

Abstract: This research aims to systematically review the empirical studies on the use of serious games in science education from 2002 to 2013. To this end, the Science Citation Index and the Social Science Citation Index databases were used as the literature sources and a total of 53 empirical studies were identified as the review targets. A coding scheme including three major dimensions, namely, the game, pedagogy and research method dimensions, was developed, and, with this coding scheme, a series of content analyses… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1

Citation Types

6
82
0
13

Year Published

2016
2016
2023
2023

Publication Types

Select...
6
3

Relationship

0
9

Authors

Journals

citations
Cited by 141 publications
(101 citation statements)
references
References 26 publications
6
82
0
13
Order By: Relevance
“…Finally, the research methodology was analysed in terms of the following aspects: Participants, Research method, and Research foci. Dimensions, sub-dimensions and categories of the coding scheme were generated by a grounded theory that employs social interactions and collaborative learning as a crucial factor not only on participants' learning outcomes but also on relations between science educators, science instructors and SGs designers [20].…”
mentioning
confidence: 99%
“…Finally, the research methodology was analysed in terms of the following aspects: Participants, Research method, and Research foci. Dimensions, sub-dimensions and categories of the coding scheme were generated by a grounded theory that employs social interactions and collaborative learning as a crucial factor not only on participants' learning outcomes but also on relations between science educators, science instructors and SGs designers [20].…”
mentioning
confidence: 99%
“…Furthermore, the conceptualisations of games will also be contextually focused. For instance, games-based learning games used in corporate training sectors may elevate their return on investment [72], whereas in educational settings they may discuss their alignment with standardised national curriculums [73]. It is therefore necessary to consider the context adopting serious games in more detail.…”
Section: Resultsmentioning
confidence: 99%
“…For instance, in the case of serious games for corporate training, the game may be evaluated in terms of a return on investment, as well as in relation to key performance indicators [72]. For games used in state-education settings, they may be aligned with curriculum standards [73].…”
Section: Educationmentioning
confidence: 99%
“…An educational and constructive aspect of the game is that individuals want to progress in the game and modify the way of playing. It seems that progress and desire to winning in game motivate the passive students to think [12], Nekah said. Cheng also stated that a very important reason why game has a positive effect on learning is because game provides live experience of user involvement [13].…”
Section: Introductionmentioning
confidence: 99%