The effect of games and simulations on higher education: a systematic literature review, International Journal of Educational Technology in Higher Education
Por um escritor misterioso
Last updated 30 agosto 2024
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The focus of higher education institutions is the preparation of future professionals. To achieve this aim, innovative teaching methods are often deployed, including games and simulations, which form the subject of this paper. As the field of digital games and simulations is ever maturing, this paper attempts to systematically review the literature relevant to games and simulation pedagogy in higher education. Two researchers collaborate to apply a qualitative method, coding and synthesizing the results using multiple criteria. The main objective is to study the impact of games and simulations with regard to achieving specific learning objectives. On balance, results indicate that games and/or simulations have a positive impact on learning goals. The researchers identify three learning outcomes when integrating games into the learning process: cognitive, behavioural, and affective. As a final step, the authors consolidate evidence for the benefit of academics and practitioners in higher education interested in the efficient use of games and simulations for pedagogical purposes. Such evidence also provides potential options and pathways for future research.
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The effect of games and simulations on higher education: a systematic literature review, International Journal of Educational Technology in Higher Education
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Gamification and active learning in higher education: is it possible to match digital society, academia and students' interests?, International Journal of Educational Technology in Higher Education
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Two decades of game concepts in digital learning environments – A bibliometric study and research agenda - ScienceDirect
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Education Sciences, Free Full-Text
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PDF) The effect of games and simulations on higher education: a systematic literature review
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Education Sciences, Free Full-Text
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Features of Immersive Virtual Reality to Support Meaningful Chemistry Education
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PDF) Systematic literature review of Gamification and Game-based Learning in the context of Problem and Project Based Learning approaches
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