A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations.
Richard L. LambLeonard A. AnnettaJonah B. FirestoneElisabeth EtopioPublished in: Comput. Hum. Behav. (2018)
Keyphrases
- serious games
- meta analysis
- educational games
- learning outcomes
- learning objectives
- learning environment
- learning styles
- learning experience
- video games
- learning processes
- learning tools
- learning gains
- children learn
- learning process
- collaborative learning
- game based learning
- student learning
- learning goals
- game design
- microarray data
- game play
- game development
- instructional design
- discussion forums
- game engine
- educational tools
- educational video games
- computer games
- pedagogical agents
- student model
- statistically significant
- learning scenarios
- digital games
- e learning
- online course
- learning achievement
- gene expression profiles
- learning materials
- instructional strategies
- learning management systems
- intelligent tutoring
- adventure game
- content analysis
- machine learning
- game playing
- distance learning
- intelligent tutoring systems
- knowledge construction
- affective states
- data sets
- computer supported collaborative learning