| Literature DB >> 26937054 |
Douglas B Clark1, Emily E Tanner-Smith1, Stephen S Killingsworth1.
Abstract
In this meta-analysis, we systematically reviewed research on digital games and learning for K-16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust variance estimates to summarize overall effects and explore potential moderator effects. Results from media comparisons indicated that digital games significantly enhanced student learning relative to nongame conditions ([Formula: see text] = 0.33, 95% confidence interval [0.19, 0.48], k = 57, n = 209). Results from value-added comparisons indicated significant learning benefits associated with augmented game designs ([Formula: see text] = 0.34, 95% confidence interval [0.17, 0.51], k = 20, n = 40). Moderator analyses demonstrated that effects varied across various game mechanics characteristics, visual and narrative characteristics, and research quality characteristics. Taken together, the results highlight the affordances of games for learning as well as the key role of design beyond medium.Entities:
Keywords: digital games; learning; meta-analysis; systematic review
Year: 2016 PMID: 26937054 PMCID: PMC4748544 DOI: 10.3102/0034654315582065
Source DB: PubMed Journal: Rev Educ Res ISSN: 0034-6543
Characteristics of recent meta-analyses on games for learning: Overlapping but distinct lenses
| Authors | Learning environments | Scope | Study count | Years included | Demographics | Data |
|---|---|---|---|---|---|---|
| Computer games and simulations | Media comparison | 32 | 1986–2003 | All age-groups | Pretest–posttest cognitive and attitudinal | |
| Simulation games | Media comparison | 65 | 1976–2009 | Adult workforce trainees | Pretest–posttest, posttest-only self-efficacy, declarative knowledge, procedural knowledge, retention | |
| Serious games | Media comparison | 39 | 1990–2012 | All age-groups | Pretest–posttest, posttest-only knowledge, retention, and motivation | |
| Present study | Digital games | Media comparison and value-added | 69 | 2000–2012 | K–16 students | Pretest–post cognitive, intrapersonal, and interpersonal |
Figure 1.Study identification flow diagram.
Descriptive statistics for study, participant, and learning outcome characteristics
| Digital game vs. nongame conditions | Digital game vs. digital game conditions | ||||||
|---|---|---|---|---|---|---|---|
| Study characateristics | Range | ||||||
| Study context[ | |||||||
| Publication year | 2009 | 57 | 2.83 | 2010 | 20 | 2.44 | 2000–2012 |
| Attrition | 0.05 | 53 | 0.10 | 0.05 | 19 | 0.11 | 0–0.40 |
| Location of study (%) | |||||||
| North America | 51 | 57 | 30 | 20 | 0–100 | ||
| Asia | 23 | 57 | 25 | 20 | 0–100 | ||
| Europe, Middle East | 24 | 57 | 30 | 20 | 0–100 | ||
| South America | 0 | 57 | 10 | 20 | 0–100 | ||
| Australia | 2 | 57 | 5 | 20 | 0–100 | ||
| Timing of posttest measurement (weeks) | 0.66 | 57 | 3.02 | 0.01 | 20 | 0.03 | 0–21.5 |
| Participant characteristics[ | |||||||
| % White | 0.29 | 19 | 0.33 | 0.17 | 6 | 0.41 | 0–1 |
| % Non-White | 0.36 | 10 | 0.42 | 0.33 | 6 | 0.52 | 0–1 |
| % Male | 0.51 | 41 | 0.15 | 0.55 | 15 | 0.11 | 0.2–1 |
| Average age | 13.38 | 57 | 4.55 | 12.05 | 20 | 4.03 | 5–21 |
| Learning outcome discipline[ | |||||||
| Science | 13 | 149 | 17 | 35 | 0–100 | ||
| Math | 20 | 149 | 31 | 35 | 0–100 | ||
| Literacy | 18 | 149 | 0 | 35 | 0–100 | ||
| Social sciences | 3 | 149 | 0 | 35 | 0–100 | ||
| Engineering/computer science | 2 | 149 | 0 | 35 | 0–100 | ||
| Psychology | 31 | 149 | 31 | 35 | 0–100 | ||
| General knowledge | 13 | 149 | 20 | 35 | 0–100 | ||
Note. Percentages for categorical variables may not sum to 100 due to rounding error.
Variables measured at study level. Variables measured at outcome measure level.
Results from moderator analyses examining differences in posttest mean effect sizes for digital game versus nongame conditions.
| Moderator variable | 95% Confidence interval | τ2 | |||
|---|---|---|---|---|---|
| Overall learning outcomes | |||||
| All learning outcomes | 0.33 | [0.19, 0.48] | 209 (57) | 0.28 | |
| Cognitive learning outcomes | 0.35 | [0.20, 0.51] | 173 (55) | 0.29 | |
| Intrapersonal learning outcomes | 0.35 | [0.06,0 65] | 35 (14) | 0.20 | |
| Number of game sessions | |||||
| Single session | 0.08 | [−0.24, 0.39] | 43 (17) | 0.31 | |
| Multiple sessions | 0.44 | [0.29, 0.59] | 166 (40) | 0.22 | |
| Game includes additional nongame instruction | |||||
| Yes | 0.36 | [0.19, 0.52] | 72 (22) | 0.13 | |
| No | 0.32 | [0.11, 0.52] | 137 (36) | 0.39 | |
| Game players | |||||
| Single, no collaboration/competition[ | 0.45 | [0.29, 0.61] | 150 (44) | 0.28 | |
| Single, competitive[ | −0.06 | [−0.61, 0.48] | 13 (4) | 0.01 | |
| Single, collaborative | 0.01 | [−1.43, 1.44] | 5 (3) | 0.42 | |
| Collaborative team competition[ | 0.22 | [−0.32, 0.76] | 12 (3) | 0.00 | |
| Multiplayer/MMO[ | −0.05 | [−0.31, 0.21] | 29 (7) | 0.16 | |
| Game type | |||||
| Adding points/badges | 0.53 | [0.27, 0.79] | 64 (17) | 0.28 | |
| More than points/badges | 0.25 | [0.08, 0.42] | 145 (40) | 0.27 | |
| Variety of game actions | |||||
| Small | 0.35 | [0.08, 0.61] | 67 (19) | 0.28 | |
| Medium | 0.43 | [0.25, 0.62] | 109 (27) | 0.22 | |
| Large | 0.40 | [0.25, 0.55] | 176 (46) | 0.24 | |
| Intrinsic/extrinsic type | |||||
| Not fully intrinsic | 0.33 | [−0.09, 0.74] | 19 (10) | 0.38 | |
| Intrinsic | 0.19 | [−0.02, 0.41] | 110 (24) | 0.25 | |
| Simplistically intrinsic | 0.49 | [0.27, 0.71] | 80 (23) | 0.27 | |
| Scaffolding | |||||
| Success/fail/points[ | 0.26 | [0.05, 0.47] | 118 (25) | 0.29 | |
| Answer display | 0.40 | [−0.07, 0.88] | 11 (3) | 0.00 | |
| Enhanced scaffolding | 0.48 | [0.18, 0.78] | 36 (15) | 0.30 | |
| Teacher-provided scaffolding[ | 0.58 | [0.20, 0.96] | 8 (4) | 0.03 | |
| Visual realism | |||||
| Schematic[ | 0.48 | [0.13, 0.82] | 52 (12) | 0.34 | |
| Cartoon | 0.32 | [0.13, 0.50] | 80 (20) | 0.17 | |
| Realistic[ | −0.01 | [−0.34, 0.32] | 36 (13) | 0.33 | |
| Anthropomorphism | |||||
| Low/none[ | 0.37 | [0.19, 0.56] | 125 (39) | 0.32 | |
| Medium[ | 0.04 | [−0.26, 0.33] | 48 (9) | 0.21 | |
| High | 0.55 | [−0.58, 1.69] | 6 (3) | 0.49 | |
| Camera view | |||||
| First person (FPS, POV) | 0.12 | [−0.33, 0.57] | 15 (8) | 0.31 | |
| Over the shoulder/overhead tracking[ | −0.02 | [−0.35, 0.31] | 32 (10) | 0.29 | |
| Third person[ | 0.48 | [0.30, 0.66] | 140 (32) | 0.26 | |
| Story relevance | |||||
| None | 0.44 | [0.16, 0.71] | 46 (17) | 0.28 | |
| Irrelevant[ | 0.63 | [0.33, 0.94] | 75 (11) | 0.27 | |
| Relevant[ | 0.17 | [−0.03, 0.37] | 88 (29) | 0.26 | |
| Story depth | |||||
| None[ | 0.44 | [0.16, 0.71] | 46 (17) | 0.28 | |
| Thin[ | 0.47 | [0.27, 0.67] | 98 (22) | 0.23 | |
| Medium[ | −0.03 | [−0.31, 0.24] | 44 (13) | 0.15 | |
| Thick | 0.36 | [−0.43, 1.15] | 21 (5) | 0.59 | |
Note. MMO = massively multiplayer online; FPS = first-person shooter; POV = point of view. = mean posttest effect sizes adjusted for pretest differences between groups. n = number of effect sizes. k = number of unique study samples. τ2 = between studies variance component. The 95% confidence intervals were estimated using robust variance estimates. Because the effect sizes were standardized mean difference effect sizes, confidence intervals for mean effect sizes that include zero provide no evidence of differences between the game and nongame groups. Asterisks are used to indicate significant differences in mean effect sizes by game characteristic, per coefficients from meta-regression models with robust variance estimates. Superscripts denote pairwise differences between indicated game characteristics.
p < .05.
Posttest mean effect sizes for enhanced design variants of digital games versus equivalent standard versions of those digital games
| Design variant | 95% Confidence interval | τ2 | ||
|---|---|---|---|---|
| All enhanced designs versus all standard versions | 0.34 | [0.17, 0.51] | 40 (20) | 0.10 |
| Enhanced scaffolding designs versus equivalent standard versions | 0.41 | [0.18, 0.64] | 20 (9) | 0.11 |
| Collaborative social designs versus equivalent standard versions | 0.24 | [−0.33, 0.81] | 6 (3) | 0.03 |
| Competitive social designs versus equivalent standard versions | 0.33 | [−1.13, 1.78] | 6 (3) | 0.41 |
| Providing/situating context versus equivalent standard versions | 0.32 | [−0.53, 1.16] | 3 (3) | 0.11 |
| Interface enhancement designs versus equivalent standard versions | 0.39 | [−0.13, 0.90] | 3 (2) | 0.00 |
| Extended game play design versus equivalent standard versions | 0.70 | [−0.84, 2.25] | 1 (1) | — |
| Enhanced scaffolding + competition (2 × 2 combination design) | −0.22 | [−1.01, 0.56] | 1 (1) | — |
Note. = mean posttest effect sizes adjusted for pretest differences between groups, n = number of effect sizes, k = number of unique study samples; 95% confidence intervals estimated using robust variance estimates. Because the effect sizes were standardized mean difference effect sizes, confidence intervals for mean effect sizes that include zero provide no evidence of differences between the game and nongame groups.
Figure 2.Scatter plot of pretest-adjusted posttest effect sizes and overall contextualization aggregate score for digital game versus nongame conditions (media comparisons).
Note. Each effect size shown proportionate to its weight in the meta-analysis. Slope coefficient from meta-regression with robust variance estimation b = −0.07 (p = .01, 95% CI [−0.12, −0.01]).
Posttest mean effect sizes for digital game versus nongame conditions for all learning outcomes by study quality variables
| Study quality variable | 95% Confidence interval | τ2 | |||
|---|---|---|---|---|---|
| All media comparisons (MC) | 0.33 | [0.19, 0.48] | 209 (57) | 0.28 | |
| MC comparison condition quality | |||||
| Medium or better | 0.28 | [0.12, 0.43] | 175 (48) | 0.29 | |
| MC sufficient condition reporting: screenshots | |||||
| Includes 1 or more screenshots | 0.37 | [0.16, 0.57] | 79 (33) | 0.34 | |
| MC sufficient condition reporting: word count | |||||
| Includes 500 or more words description of conditions | 0.36 | [0.15, 0.58] | 76 (28) | 0.35 | |
| MC reporting of methods and analyses | |||||
| No flaws in reporting methods or analyses | 0.15 | [−0.15, 0.46] | 44 (15) | 0.33 | |
| MC overalignment of assessed outcome with task | |||||
| No apparent overalignment | 0.30 | [0.16, 0.43] | 181 (48) | 0.21 | |
| MC assessment type | |||||
| Author developed instrument only | 0.33 | [0.11, 0.56] | 97 (24) | 0.32 | |
| Modification of an existing instrument only | 0.48 | [0.17, 0.80] | 19 (10) | 0.12 | |
| Preexisting normed instrument only | 0.40 | [0.22, 0.58] | 89 (37) | 0.22 | |
| MC research design | |||||
| Quasi-experimental design only | 0.43 | [0.22, 0.63] | 96 (25) | 0.22 | |
| Experimental design only | 0.17 | [0.004, 0.33] | 113 (32) | 0.20 | |
| All value-added comparisons | 0.34 | [0.17, 0.51] | 40 (20) | 0.10 | |
| Comparison condition quality | |||||
| Medium or better | 0.34 | [0.17, 0.51] | 40 (20) | 0.10 | |
| Sufficient condition reporting: no. of screenshots | |||||
| Includes 1 or more screenshots | 0.33 | [0.11, 0.54] | 25 (15) | 0.12 | |
| Sufficient condition reporting: word count | |||||
| Includes 500 or more words description of conditions | 0.32 | [0.15, 0.49] | 25 (13) | 0.07 | |
| Reporting of methods and analyses | |||||
| No flaws in reporting methods or analyses | 0.20 | [−0.00, 0.39] | 22 (11) | 0.09 | |
| Overalignment of assessed outcome with task | |||||
| No apparent overalignment of assessed outcome | 0.25 | [0.06, 0.43] | 30 (17) | 0.06 | |
| Assessment type | |||||
| Author-developed instrument only | 0.27 | [−0.02, 0.56] | 16 (10) | 0.09 | |
| Modification of an existing instrument only | 0.46 | [−0.60, 1.52] | 3 (3) | 0.16 | |
| Preexisting normed instrument only | 0.33 | [0.09, 0.56] | 20 (11) | 0.12 | |
| Research design | |||||
| Quasi-experimental design only | 0.50 | [0.02, 0.99] | 8 (6) | 0.13 | |
| Experimental design only | 0.28 | [0.10, 0.47] | 32 (14) | 0.09 | |
Note. Asterisks used to indicate significant differences in mean effect sizes by quality characteristic, per coefficients from meta-regression models with robust variance estimates.
p < .05.
Figure 3.Funnel plots with pseudo 95% confidence limits for media comparisons (top) and value-added comparisons (bottom).