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首页> 外文期刊>Journal of research on technology in education >Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis
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Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis

机译:数字和非数字教育游戏的效率:比较荟萃分析和元专题分析

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The present article attempts to reinterpret the findings of most recent studies investigating effect of using games for teaching purposes. A methodological approach combining a meta-analysis of quantitative data with qualitative ones was adopted in order to present the broadest picture of the current research on educational use of games. To this end, we conducted a meta-analysis of 180 effect size comparisons out of 154 empirical studies on the effect of both digital and non-digital games on academic achievement conducted during the period from 2004 to 2019 in order to determine the overall effect size of using games for teaching various subjects. The overall sample size of the studies included a total number of 12800 participants. Some moderator analyses were also carried out to determine the exact efficiency of educational games in terms of student levels, durations of implementation of game activities, school subjects in which games were used, class sizes, kinds of games and achievement tests used. The findings suggest that educational games have a positive effect on academic achievement and this effect is at a medium level (g = 0.695). The highest effect sizes were observed in foreign language courses (g = 0.87), small (less than 50) class sizes (g = 0.87), and in non-digital games (g = 0.90). Moreover, we conducted a meta-thematic analysis based on document analysis of qualitative studies in order to further consolidate the findings of the meta-analysis. The meta-thematic dimension of our study reveals cognitive contributions as well as drawbacks of game-based teaching, and provides suggestions for conducting educational games in a better way.
机译:本文试图重新诠释最近研究调查使用游戏进行教学目的的影响的结果。采用一种方法论方法,其与定量数据进行定量数据的组合,以便为目前的教育利用研究提供最广泛的游戏研究。为此,我们对180个效果大小比较进行了荟萃分析,其中154项实证研究了数字和非数字游戏在2004年至2019年期间进行的学术成就效果,以确定整体效应规模使用游戏教学各种科目。研究的整体样本量包括12800名参与者的总数。还开展了一些主持人分析,以确定教育游戏的确切效率,在学生水平,游戏活动实施持续时间,使用游戏的学校科目,使用班级,种类的游戏和成就测试。调查结果表明,教育游戏对学术成果产生了积极影响,这种效果处于中等水平(G = 0.695)。在外语课程(G = 0.87)中观察到最高效果大小,小(小于50)级尺寸(G = 0.87)和非数字游戏(G = 0.90)。此外,我们根据定性研究的文献分析进行了一个元专题分析,以进一步巩固元分析的结果。我们研究的元专题维度揭示了基于比赛的教学的认知贡献以及缺点,并以更好的方式提供对教育游戏的建议。

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