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A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations

机译:荟萃分析,审查使用严肃的教育游戏,严肃的游戏和模拟的学生认知,影响力和学习成果的主持人

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Educational games and simulations provide teachers with powerful tools for teaching students in the sciences. Within the broad category of educational gaming, there are several types of games to include Serious Educational Games (SEG), Educational Simulations (ES), and Serious Games (SG), The purpose of this meta-analysis is to characterize and compare outcomes related to serious educational games, serious games, and educational simulations as they are presented in the educational literature. Specifically the authors intend to fill gaps left by previous studies, include major finding, and assess the current state of the field related to the use of these innovative technologies. The results of this study are in line with previous studies suggesting higher cognitive gains and increases in positive affective toward learning from subjects using SEGs, SGs, and ES. Effects were calculated from 46 empirical experimental studies. The examined studies suggest that ES, SGs, and SEGs do not differ in a statistically significant way when compared to traditional instruction but do differ from each other. More to this point, effect size outcomes are suggestive of a cumulative medium effect for cognition (d=.67) and affect (d=.51) with a small effect for behavior (d=.04). (C) 2017 Elsevier Ltd. All rights reserved.
机译:教育游戏和模拟为教师提供了用于教授理科学生的强大工具。在广泛的教育游戏类别中,有几种类型的游戏,包括严重教育游戏(SEG),教育模拟(ES)和严重游戏(SG)。本荟萃分析的目的是表征和比较与结果相关的结果严肃的教育游戏,严肃的游戏和教育模拟,如教育文献中所述。具体来说,作者打算填补先前研究留下的空白,包括主要发现,并评估与使用这些创新技术有关的领域的当前状态。这项研究的结果与以前的研究相吻合,表明以前的研究获得了更高的认知水平,并且对使用SEG,SG和ES的受试者学习产生积极的积极影响。根据46个经验实验研究计算了效果。经检查的研究表明,与传统教学相比,ES,SG和SEG在统计学上没有显着差异,但确实有所不同。更重要的是,效果大小的结果暗示了认知的累积中效(d = .67)和影响(d = .51),而对行为的影响很小(d = .04)。 (C)2017 Elsevier Ltd.保留所有权利。

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