Literature DB >> 30231003

Computer Games in Education.

Richard E Mayer1.   

Abstract

Visionaries offer strong claims for the educational benefits of computer games, but there is a need to test those claims with rigorous scientific research and ground them in evidence-based theories of how people learn. Three genres of game research are ( a) value-added research, which compares the learning outcomes of groups that learn academic material from playing a base version of a game to the outcomes of those playing the same game with one feature added; ( b) cognitive consequences research, which compares improvements in cognitive skills of groups that play an off-the-shelf game to the skill improvements of those who engage in a control activity; and ( c) media comparison research, which compares the learning outcomes of groups that learn academic material in a game to the outcomes of those who learn with conventional media. Value-added research suggests five promising features to include in educational computer games: modality, personalization, pretraining, coaching, and self-explanation. Cognitive consequences research suggests two promising approaches to cognitive training with computer games: using first-person shooter games to train perceptual attention skills and using spatial puzzle games to train two-dimensional mental rotation skills. Media comparison research suggests three promising areas where games may be more effective than conventional media: science, mathematics, and second-language learning. Future research is needed to pinpoint the cognitive, motivational, affective, and social processes that underlie learning with educational computer games.

Entities:  

Keywords:  cognitive skill training; computer games; computer-based learning; educational games; instructional design; serious games; video games

Mesh:

Year:  2018        PMID: 30231003     DOI: 10.1146/annurev-psych-010418-102744

Source DB:  PubMed          Journal:  Annu Rev Psychol        ISSN: 0066-4308            Impact factor:   24.137


  9 in total

1.  Capturing Sequences of Learners' Self-Regulatory Interactions With Instructional Material During Game-Based Learning Using Auto-Recurrence Quantification Analysis.

Authors:  Daryn A Dever; Mary Jean Amon; Hana Vrzáková; Megan D Wiedbusch; Elizabeth B Cloude; Roger Azevedo
Journal:  Front Psychol       Date:  2022-05-26

2.  Antioxidants, Dietary Fatty Acids, and Sperm: A Virtual Reality Applied Game for Scientific Dissemination.

Authors:  Giulia Collodel; Maurizio Masini; Cinzia Signorini; Elena Moretti; Cesare Castellini; Daria Noto; Simona Mattioli; Vincenzo Santalucia; Stefano Baraldi; Luca Maurizio Lusuardi; Matteo Sirizzotti; Alessandro Innocenti
Journal:  Oxid Med Cell Longev       Date:  2019-11-11       Impact factor: 6.543

3.  Exploring Gameful Motivation of Autonomous Learners.

Authors:  Jukka Vahlo; Kai Tuuri; Tanja Välisalo
Journal:  Front Psychol       Date:  2022-02-25

4.  Learning with a digital escape room game: before or after instruction?

Authors:  Josef Buchner; Martina Rüter; Michael Kerres
Journal:  Res Pract Technol Enhanc Learn       Date:  2022-03-15

5.  Novel 3-D action video game mechanics reveal differentiable cognitive constructs in young players, but not in old.

Authors:  Tomihiro Ono; Takeshi Sakurai; Shinichi Kasuno; Toshiya Murai
Journal:  Sci Rep       Date:  2022-07-21       Impact factor: 4.996

6.  Do teachers believe that video games can improve learning?

Authors:  Juan-Ignacio Pozo; Beatriz Cabellos; Daniel L Sánchez
Journal:  Heliyon       Date:  2022-06-26

7.  Effect of implementing a mobile game on improving dietary information in diabetic patients.

Authors:  Zahra Koohmareh; Majid Karandish; Ali Mohammad Hadianfard
Journal:  Med J Islam Repub Iran       Date:  2021-05-29

8.  Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns.

Authors:  Polyxeni Kaimara; Andreas Oikonomou; Ioannis Deliyannis
Journal:  Virtual Real       Date:  2021-08-03       Impact factor: 4.697

9.  The strengths and weaknesses of user-generated microgames for assisting learning.

Authors:  Imam Fitri Rahmadi; Zsolt Lavicza; Selay Arkün Kocadere; Tony Houghton; Markus Hohenwarter
Journal:  Educ Inf Technol (Dordr)       Date:  2021-07-02
  9 in total

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