메뉴 건너뛰기




Volumn , Issue , 2013, Pages

Educational games - Are they worth the Effort?: A literature survey of the effectiveness of serious games

Author keywords

education; effectiveness; games; literature survey

Indexed keywords

EFFECTIVENESS; ELEMENTARY SCHOOLS; EMPIRICAL STUDIES; GAME-BASED LEARNING; GAMES; HIGHER EDUCATION; LITERATURE SURVEY; SECONDARY SCHOOLS;

EID: 84889022314     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1109/VS-GAMES.2013.6624226     Document Type: Conference Paper
Times cited : (203)

References (53)
  • 6
    • 25844454788 scopus 로고    scopus 로고
    • From visual simulation to virtual reality to games
    • M. Zyda, 'From visual simulation to virtual reality to games', Computer, vol. 38, no. 9, pp. 25-32, 2005.
    • (2005) Computer , vol.38 , Issue.9 , pp. 25-32
    • Zyda, M.1
  • 7
    • 79959948166 scopus 로고    scopus 로고
    • Serious games continuum: Between games for purpose and experiential environments for purpose
    • T. Marsh, 'Serious games continuum: Between games for purpose and experiential environments for purpose', Entertainment Computing, vol. 2, no. 2, pp. 61-68, 2011.
    • (2011) Entertainment Computing , vol.2 , Issue.2 , pp. 61-68
    • Marsh, T.1
  • 8
    • 84887044299 scopus 로고    scopus 로고
    • The effectiveness of instructional games: A literature review and discussion
    • R. T. Hays, 'The effectiveness of instructional games: A literature review and discussion', DTIC Document, 2005.
    • (2005) DTIC Document
    • Hays, R.T.1
  • 9
    • 48649090266 scopus 로고    scopus 로고
    • Overview of research on the educational use of video games
    • S. Egenfeldt-Nielsen, 'Overview of research on the educational use of video games', Digital kompetanse, vol. 1, no. 3, pp. 184-213, 2006.
    • (2006) Digital Kompetanse , vol.1 , Issue.3 , pp. 184-213
    • Egenfeldt-Nielsen, S.1
  • 13
    • 77958006808 scopus 로고    scopus 로고
    • Quest for the golden rule: An effective social skills promotion and bullying prevention program
    • A. Rubin-Vaughan, D. Pepler, S. Brown, and W. Craig, 'Quest for the Golden Rule: An effective social skills promotion and bullying prevention program', Computers & Education, vol. 56, no. 1, pp. 166-175, 2011.
    • (2011) Computers & Education , vol.56 , Issue.1 , pp. 166-175
    • Rubin-Vaughan, A.1    Pepler, D.2    Brown, S.3    Craig, W.4
  • 14
    • 49849084908 scopus 로고    scopus 로고
    • A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial
    • P. M. Kato, S. W. Cole, A. S. Bradlyn, and B. H. Pollock, 'A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial', Pediatrics, vol. 122, no. 2, pp. e305-e317, 2008.
    • (2008) Pediatrics , vol.122 , Issue.2
    • Kato, P.M.1    Cole, S.W.2    Bradlyn, A.S.3    Pollock, B.H.4
  • 15
    • 56549129970 scopus 로고    scopus 로고
    • Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation
    • Jan.
    • M. Papastergiou, 'Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation', Computers & Education, vol. 52, no. 1, pp. 1-12, Jan. 2009.
    • (2009) Computers & Education , vol.52 , Issue.1 , pp. 1-12
    • Papastergiou, M.1
  • 17
    • 33751116817 scopus 로고    scopus 로고
    • The virtual playground: An educational virtual reality environment for evaluating interactivity and conceptual learning
    • M. Roussou, M. Oliver, and M. Slater, 'The virtual playground: an educational virtual reality environment for evaluating interactivity and conceptual learning', Virtual Reality, vol. 10, no. 3, pp. 227-240, 2006.
    • (2006) Virtual Reality , vol.10 , Issue.3 , pp. 227-240
    • Roussou, M.1    Oliver, M.2    Slater, M.3
  • 18
    • 34249018578 scopus 로고    scopus 로고
    • Successful implementation of usercentered game based learning in higher education: An example from civil engineering
    • M. Ebner and A. Holzinger, 'Successful implementation of usercentered game based learning in higher education: An example from civil engineering', Computers & Education, vol. 49, no. 3, pp. 873-890, 2007.
    • (2007) Computers & Education , vol.49 , Issue.3 , pp. 873-890
    • Ebner, M.1    Holzinger, A.2
  • 19
    • 34547654058 scopus 로고    scopus 로고
    • Effect of computer-based video games on children: An experimental study', in Digital Game and Intelligent Toy Enhanced Learning, 2007. DIGI?
    • T.-Y. Chuang, 'Effect of computer-based video games on children: An experimental study', in Digital Game and Intelligent Toy Enhanced Learning, 2007. DIGI?'07. The First IEEE International Workshop on, 2007, pp. 114-118.
    • (2007) The First IEEE International Workshop on , vol.7 , pp. 114-118
    • Chuang, T.-Y.1
  • 20
    • 77958067462 scopus 로고    scopus 로고
    • Effects of constructing versus playing an educational game on student motivation and deep learning strategy use
    • N. Vos, H. van der Meijden, and E. Denessen, 'Effects of constructing versus playing an educational game on student motivation and deep learning strategy use', Computers & Education, vol. 56, no. 1, pp. 127-137, 2011.
    • (2011) Computers & Education , vol.56 , Issue.1 , pp. 127-137
    • Vos, N.1    Meijden Der H.Van2    Denessen, E.3
  • 21
    • 84889075214 scopus 로고    scopus 로고
    • International Evaluation of a Localized Geography Educational Software
    • O. S. Asaolu, 'International Evaluation of a Localized Geography Educational Software', African Journal of Computing & ICT, vol. 5, no. 4, 2012.
    • (2012) African Journal of Computing & ICT , vol.5 , Issue.4
    • Asaolu, O.S.1
  • 22
    • 56249138608 scopus 로고    scopus 로고
    • The effects of computer games on primary school students' achievement and motivation in geography learning
    • H. Tüzün, M. Y?lmaz-Soylu, T. Karaku?, Y. ?nal, and G. K?z?lkaya, 'The effects of computer games on primary school students' achievement and motivation in geography learning', Computers & Education, vol. 52, no. 1, pp. 68-77, 2009.
    • (2009) Computers & Education , vol.52 , Issue.1 , pp. 68-77
    • Tüzün, H.1    Ylmaz-Soylu, M.2    Karaku, T.3    Nal, Y.4    Kzlkaya, G.5
  • 24
    • 34247383587 scopus 로고    scopus 로고
    • Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context
    • H. Tüzün, 'Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context', British Journal of Educational Technology, vol. 38, no. 3, pp. 465-477, 2007.
    • (2007) British Journal of Educational Technology , vol.38 , Issue.3 , pp. 465-477
    • Tüzün, H.1
  • 25
    • 68149139479 scopus 로고    scopus 로고
    • Mobile game-based learning in secondary education: Engagement, motivation and learning in a mobile city game
    • J. Huizenga, W. Admiraal, S. Akkerman, and G. ten Dam, 'Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game', Journal of Computer Assisted Learning, vol. 25, no. 4, pp. 332-344, 2009.
    • (2009) Journal of Computer Assisted Learning , vol.25 , Issue.4 , pp. 332-344
    • Huizenga, J.1    Admiraal, W.2    Akkerman, S.3    Ten Dam, G.4
  • 27
    • 79951952238 scopus 로고    scopus 로고
    • An alternate reality game for language learning: ARGuing for multilingual motivation
    • T. M. Connolly, M. Stansfield, and T. Hainey, 'An alternate reality game for language learning: ARGuing for multilingual motivation', Computers & Education, vol. 57, no. 1, pp. 1389-1415, 2011.
    • (2011) Computers & Education , vol.57 , Issue.1 , pp. 1389-1415
    • Connolly, T.M.1    Stansfield, M.2    Hainey, T.3
  • 29
    • 77950147369 scopus 로고    scopus 로고
    • The effect of using exercise-based computer games during the process of learning on academic achievement among education majors
    • Z. Kablan, 'The Effect of Using Exercise-Based Computer Games during the Process of Learning on Academic Achievement among Education Majors.', Educational Sciences: Theory and Practice, vol. 10, no. 1, pp. 351-364, 2010.
    • (2010) Educational Sciences: Theory and Practice , vol.10 , Issue.1 , pp. 351-364
    • Kablan, Z.1
  • 30
    • 33847320717 scopus 로고    scopus 로고
    • Gameplaying for maths learning: Cooperative or not?
    • F. Ke and B. Grabowski, 'Gameplaying for maths learning: cooperative or not?', British Journal of Educational Technology, vol. 38, no. 2, pp. 249-259, 2007.
    • (2007) British Journal of Educational Technology , vol.38 , Issue.2 , pp. 249-259
    • Ke, F.1    Grabowski, B.2
  • 31
    • 54449095651 scopus 로고    scopus 로고
    • Computer games application within alternative classroom goal structures: Cognitive, metacognitive, and affective evaluation
    • F. Ke, 'Computer games application within alternative classroom goal structures: cognitive, metacognitive, and affective evaluation', Educational Technology Research and Development, vol. 56, no. 5, pp. 539-556, 2008.
    • (2008) Educational Technology Research and Development , vol.56 , Issue.5 , pp. 539-556
    • Ke, F.1
  • 34
    • 85129512169 scopus 로고    scopus 로고
    • New Directions for Traditional Lessons": Can Handheld Game Consoles Enhance Mental Mathematics Skills?
    • S. Main and J. O'Rourke, '"New Directions for Traditional Lessons": Can Handheld Game Consoles Enhance Mental Mathematics Skills?', Australian Journal of Teacher Education, vol. 36, no. 2, p. 4, 2011.
    • (2011) Australian Journal of Teacher Education , vol.36 , Issue.2 , pp. 4
    • Main, S.1    O'Rourke, J.2
  • 36
    • 38649090386 scopus 로고    scopus 로고
    • Designing multimedia games for young children's taxonomic concept development
    • Y.-T. Sung, K.-E. Chang, and M.-D. Lee, 'Designing multimedia games for young children's taxonomic concept development', Computers & Education, vol. 50, no. 3, pp. 1037-1051, 2008.
    • (2008) Computers & Education , vol.50 , Issue.3 , pp. 1037-1051
    • Sung, Y.-T.1    Chang, K.-E.2    Lee, M.-D.3
  • 38
    • 33747337734 scopus 로고    scopus 로고
    • Principles underlying the design of the Number Race an adaptive computer game for remediation of dyscalculia
    • A. Wilson, S. Dehaene, P. Pinel, S. Revkin, L. Cohen, and D. Cohen, 'Principles underlying the design of "The Number Race", an adaptive computer game for remediation of dyscalculia', Behavioral and Brain Functions, vol. 2, no. 1, pp. 1-14, 2006.
    • (2006) Behavioral and Brain Functions , vol.2 , Issue.1 , pp. 1-14
    • Wilson, A.1    Dehaene, S.2    Pinel, P.3    Revkin, S.4    Cohen, L.5    Cohen, D.6
  • 40
    • 48549097551 scopus 로고    scopus 로고
    • Web-based quiz-game-like formative assessment: Development and evaluation
    • T.-H. Wang, 'Web-based quiz-game-like formative assessment: Development and evaluation', Computers & Education, vol. 51, no. 3, pp. 1247-1263, 2008.
    • (2008) Computers & Education , vol.51 , Issue.3 , pp. 1247-1263
    • Wang, T.-H.1
  • 41
    • 43049178447 scopus 로고    scopus 로고
    • The application of an occupational therapy nutrition education programme for children who are obese
    • M. C. Munguba, M. T. M. Valdes, and C. A. B. da Silva, 'The application of an occupational therapy nutrition education programme for children who are obese', Occupational Therapy International, vol. 15, no. 1, pp. 56-70, 2008.
    • (2008) Occupational Therapy International , vol.15 , Issue.1 , pp. 56-70
    • Munguba, M.C.1    Valdes, M.T.M.2    Da Silva, C.A.B.3
  • 42
    • 23044530565 scopus 로고    scopus 로고
    • Developing and evaluating dialogue games for collaborative e-learning
    • A. Ravenscroft and M. P. Matheson, 'Developing and evaluating dialogue games for collaborative e-learning', Journal of Computer Assisted Learning, vol. 18, no. 1, pp. 93-101, 2002.
    • (2002) Journal of Computer Assisted Learning , vol.18 , Issue.1 , pp. 93-101
    • Ravenscroft, A.1    Matheson, M.P.2
  • 44
    • 77953326199 scopus 로고    scopus 로고
    • Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation
    • T. Y. Liu and Y. L. Chu, 'Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation', Computers & Education, vol. 55, no. 2, pp. 630-643, 2010.
    • (2010) Computers & Education , vol.55 , Issue.2 , pp. 630-643
    • Liu, T.Y.1    Chu, Y.L.2
  • 45
    • 67650526634 scopus 로고    scopus 로고
    • Collaborative Game-play as a Site for Participation and Situated Learning of a Second Language
    • A. Piirainen-Marsh and L. Tainio, 'Collaborative Game-play as a Site for Participation and Situated Learning of a Second Language', Scandinavian Journal of Educational Research, vol. 53, no. 2, pp. 167-183, 2009.
    • (2009) Scandinavian Journal of Educational Research , vol.53 , Issue.2 , pp. 167-183
    • Piirainen-marsh, A.1    Tainio, L.2
  • 46
    • 84862790143 scopus 로고    scopus 로고
    • Building virtual cities, inspiring intelligent citizens: Digital games for developing students' problem solving and learning motivation
    • Y.-T. C. Yang, 'Building virtual cities, inspiring intelligent citizens: Digital games for developing students' problem solving and learning motivation', Computers & Education, vol. 59, no. 2, pp. 365-377, 2012.
    • (2012) Computers & Education , vol.59 , Issue.2 , pp. 365-377
    • Yang, Y.-T.C.1
  • 47
    • 67650938630 scopus 로고    scopus 로고
    • Empirical evaluation of an educational game on software measurement
    • C. Gresse von Wangenheim, M. Thiry, and D. Kochanski, 'Empirical evaluation of an educational game on software measurement', Empirical Software Engineering, vol. 14, no. 4, pp. 418-452, 2009.
    • (2009) Empirical Software Engineering , vol.14 , Issue.4 , pp. 418-452
    • Wangenheim Von, C.G.1    Thiry, M.2    Kochanski, D.3
  • 48
    • 34250745924 scopus 로고    scopus 로고
    • Surgical experience correlates with performance on a virtual reality simulator for shoulder arthroscopy
    • A. H. Gomoll, R. V. O'Toole, J. Czarnecki, and J. J. Warner, 'Surgical experience correlates with performance on a virtual reality simulator for shoulder arthroscopy', The American Journal of Sports Medicine, vol. 35, no. 6, pp. 883-888, 2007.
    • (2007) The American Journal of Sports Medicine , vol.35 , Issue.6 , pp. 883-888
    • Gomoll, A.H.1    O'toole, R.V.2    Czarnecki, J.3    Warner, J.J.4
  • 49
    • 44049099699 scopus 로고    scopus 로고
    • Individual skill progression on a virtual reality simulator for shoulder arthroscopy a 3-year follow-up study
    • A. H. Gomoll, G. Pappas, B. Forsythe, and J. J. Warner, 'Individual Skill Progression on a Virtual Reality Simulator for Shoulder Arthroscopy A 3-Year Follow-up Study', The American Journal of Sports Medicine, vol. 36, no. 6, pp. 1139-1142, 2008.
    • (2008) The American Journal of Sports Medicine , vol.36 , Issue.6 , pp. 1139-1142
    • Gomoll, A.H.1    Pappas, G.2    Forsythe, B.3    Warner, J.J.4
  • 51
    • 77957990403 scopus 로고    scopus 로고
    • Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level
    • T. Hainey, T. M. Connolly, M. Stansfield, and E. A. Boyle, 'Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level', Computers & Education, vol. 56, no. 1, pp. 21-35, 2011.
    • (2011) Computers & Education , vol.56 , Issue.1 , pp. 21-35
    • Hainey, T.1    Connolly, T.M.2    Stansfield, M.3    Boyle, E.A.4


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.