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Influence of online computer games on the academic achievement of nontraditional undergraduate students

机译:网络游戏对非传统本科生学习成绩的影响

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摘要

Technological advances have provided educational institutions the capability to explore various online teaching strategies such as digital games in the classroom. Though games can be used to engage various learning styles and behaviors, the platform is mainly practiced at the secondary educational grade level with traditional-aged students. Little research literature exists that explores the influence of digital game-based learning on the academic achievement of nontraditional undergraduate students. An extensive literature review of 77 articles was conducted using the procedure developed in Cooper’s Taxonomy (1998) for analyzing and synthesizing literature. Cooper’s system involved (a) formulating the problem, (b) collecting data, (c) evaluating data appropriateness, (d) analyzing and interpreting relevant data, and (e) organizing and presenting the results. This scoping literature review explores how digital games can be used in the educational environment to support the learning of nontraditional students.
机译:技术的进步为教育机构提供了探索各种在线教学策略(例如教室中的数字游戏)的能力。尽管可以使用游戏来吸引各种学习风格和行为,但该平台主要在传统年龄的学生的中学教育阶段进行练习。很少有研究文献探讨基于数字游戏的学习对非传统本科生学习成绩的影响。使用Cooper分类法(1998)开发的程序对文献进行了广泛的文献综述,以分析和综合文献。 Cooper的系统涉及(a)提出问题,(b)收集数据,(c)评估数据的适当性,(d)分析和解释相关数据以及(e)组织和展示结果。这份范围广泛的文献综述探讨了如何在教育环境中使用数字游戏来支持非传统学生的学习。

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