An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games

EA Boyle, T Hainey, TM Connolly, G Gray, J Earp… - Computers & …, 2016 - Elsevier
Continuing interest in digital games indicated that it would be useful to update Connolly et
al.'s (2012) systematic literature review of empirical evidence about the positive impacts and …

Entertainment video games for academic learning: A systematic review

L Martinez, M Gimenes… - Journal of Educational …, 2022 - journals.sagepub.com
Entertainment video games are very popular among young audiences. Nevertheless,
despite their potential to improve cognitive functioning, they are still studied rarely as a tool …

Perceptions of students for gamification approach: Kahoot as a case study

H Bicen, S Kocakoyun - International Journal of emerging …, 2018 - avesis.anadolu.edu.tr
© 2018 Kassel University Press GmbH. A novel learning experience that increases student
motivation can be created in a learning environment that includes a gamification approach …

Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis

Z Merchant, ET Goetz, L Cifuentes… - Computers & …, 2014 - Elsevier
The purpose of this meta-analysis is to examine overall effect as well as the impact of
selected instructional design principles in the context of virtual reality technology-based …

The contribution of online gaming in Engineering education

N Drakatos, E Tsompou, Z Karabatzaki, AM Driga - Eximia, 2023 - eximiajournal.com
The motivational force that is attributed to games in general is primarily responsible for the
rise in popularity of games as educational tools. The study looks at the function that various …

Technology-enhanced learning and teaching in higher education: what is 'enhanced'and how do we know? A critical literature review

A Kirkwood, L Price - Learning, media and technology, 2014 - Taylor & Francis
The term technology-enhanced learning (TEL) is used to describe the application of
information and communication technologies to teaching and learning. Explicit statements …

Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies

C Girard, J Ecalle, A Magnan - Journal of computer assisted …, 2013 - Wiley Online Library
Computer‐assisted learning is known to be an effective tool for improving learning in both
adults and children. Recent years have seen the emergence of the so‐called 'serious games …

The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills

VJ Shute, M Ventura, F Ke - Computers & education, 2015 - Elsevier
In this study, we tested 77 undergraduates who were randomly assigned to play either a
popular video game (Portal 2) or a popular brain training game (Lumosity) for 8 h. Before …

A concept map-embedded educational computer game for improving students' learning performance in natural science courses

GJ Hwang, LH Yang, SY Wang - Computers & Education, 2013 - Elsevier
Many recent studies have reported the benefits of educational computer games in promoting
students' learning motivations. On the other hand, however, the effect of digital game-based …

The effects of modern mathematics computer games on mathematics achievement and class motivation

M Kebritchi, A Hirumi, H Bai - Computers & education, 2010 - Elsevier
This study examined the effects of a computer game on students' mathematics achievement
and motivation, and the role of prior mathematics knowledge, computer skill, and English …