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A systematic literature review of methodology used to measure effectiveness in digital game-based learning

机译:用于衡量基于数字游戏的学习有效性的方法论的系统文献综述

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摘要

In recent years, a growing number of studies is being conducted into the effectiveness of digital game-based learning (DGBL). Despite this growing interest, however, it remains difficult to draw general conclusions due to the disparities in methods and reporting. Guidelines or a standardized procedure for conducting DGBL effectiveness research would allow to compare results across studies and provide well-founded and more generalizable evidence for the impact of DGBL. This study presents a first step in this process by mapping current practices through a systematic literature review. The review included peer-reviewed journal and conference publications between 2000 and 2012. Other inclusion criteria were that (1) the study’s primary aim was effectiveness measurement of cognitive learning outcomes, (2) the focus was on digital games and (3) a pre-post design with a control group was used. Twenty-five publications were found eligible for this study. Important differences were found in the number of control groups used and the type of intervention implemented in the control group (e.g. traditional classroom teaching, use of multimedia, computer-based learning, paper exercises, other games, or no intervention). Regarding the implementation method of the DGBL intervention in the experimental group, two approaches can be distinguished: stand-alone intervention or as part of a larger program. Moreover, a wide variety of effectiveness measures was used: measures for learning outcomes were complemented with time measurements and/or with self-reported measurements for self-efficacy and motivation. Learning effect calculation also varied, introducing pre-test scores in the analysis, conducting a separate analysis on pre- and post-test scores or conducting an analysis on difference scores. Our study thus indicates that a variety of methods is being used in DGBL effectiveness research opening a discussion regarding the potential and requirements for future procedural guidelines.
机译:近年来,针对基于数字游戏的学习(DGBL)的有效性进行了越来越多的研究。然而,尽管人们对此兴趣日益浓厚,但由于方法和报告方面的差异,仍然很难得出一般性结论。进行DGBL有效性研究的指南或标准化程序将允许比较各个研究的结果,并为DGBL的影响提供充分的依据和更可概括的证据。这项研究通过系统的文献综述来勾勒当前的实践,从而提出了这一过程的第一步。该评价包括2000年至2012年之间经过同行评审的期刊和会议出版物。其他纳入标准包括:(1)研究的主要目的是衡量认知学习成果的有效性,(2)关注数字游戏,(3)使用带有对照组的后期设计。发现有25篇出版物符合这项研究的条件。在所使用的对照组的数量和在对照组中实施的干预类型(例如,传统的课堂教学,多媒体的使用,基于计算机的学习,书面练习,其他游戏或没有干预)的发现上存在重要差异。关于实验组中DGBL干预的实施方法,可以区分两种方法:独立干预或作为较大计划的一部分。此外,还使用了多种有效性度量:学习成果的度量与时间度量和/或自我报告的自我效能和动机度量相辅相成。学习效果的计算也各不相同,在分析中引入了测试前的分数,对测试前和测试后的分数进行了单独的分析,或者对差异分数进行了分析。因此,我们的研究表明,DGBL有效性研究中使用了多种方法,从而引发了有关未来程序指南的潜力和要求的讨论。

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