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
Descrição
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.

Mapping research in student engagement and educational technology in higher education: a systematic evidence map, International Journal of Educational Technology in Higher Education

Education Sciences, Free Full-Text

What is a simulation?. Simulations and games are mediums that…, by Dave Eng

Sustainability, Free Full-Text

Systematic literature review and bibliometric analysis on virtual reality and education

Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda

The effect of games and simulations on higher education: a systematic literature review, International Journal of Educational Technology in Higher Education

Frontiers Hot topics and frontier evolution in college flipped classrooms based on mapping knowledge domains

Immersive virtual reality as a pedagogical tool in education: a systematic literature review of quantitative learning outcomes and experimental design

Effects of digital game-based STEM education on students' learning achievement: a meta-analysis, International Journal of STEM Education

Interplay between playful learning, digital materials and physical activity in higher education: A systematic review of qualitative studies using meta-aggregation and GRADE-CERQual - ScienceDirect

Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda

Teachers' experiences of using game-based learning methods in project management higher education - ScienceDirect

Full article: A systematic literature review of game-based learning in Artificial Intelligence education

Business Simulation Games in Higher Education: A Systematic Review of Empirical Research
de
por adulto (o preço varia de acordo com o tamanho do grupo)