메뉴 건너뛰기




Volumn 102, Issue , 2016, Pages 202-223

A systematic literature review of games-based learning empirical evidence in primary education

Author keywords

Empirical evidence; Games based learning; Serious games; Systematic literature review

Indexed keywords

TEACHING;

EID: 84987971233     PISSN: 03601315     EISSN: None     Source Type: Journal    
DOI: 10.1016/j.compedu.2016.09.001     Document Type: Article
Times cited : (284)

References (60)
  • 1
    • 0038640205 scopus 로고
    • Serious games
    • University Press of America
    • Abt, C.C., Serious games. 1987, University Press of America.
    • (1987)
    • Abt, C.C.1
  • 2
    • 70449592356 scopus 로고    scopus 로고
    • Bridging realty to virtual reality: Investigating gender effect and student engagement on learning through video game play in an elementary school classroom
    • Annetta, L., Mangrum, J., Holmes, S., Collazo, K., Cheng, M.T., Bridging realty to virtual reality: Investigating gender effect and student engagement on learning through video game play in an elementary school classroom. International Journal of Science Education 31 (2009), 1091–1113.
    • (2009) International Journal of Science Education , vol.31 , pp. 1091-1113
    • Annetta, L.1    Mangrum, J.2    Holmes, S.3    Collazo, K.4    Cheng, M.T.5
  • 3
    • 84875166329 scopus 로고    scopus 로고
    • Efficacy and acceptability of an internet platform to improve the learning of nutritional knowledge in children: The ETIOBE mates
    • Baños, R.M., Cebolla, A., Oliver, E., Alcañiz, M., Botella, C., Efficacy and acceptability of an internet platform to improve the learning of nutritional knowledge in children: The ETIOBE mates. Health Education Research 28:2 (2013), 234–248.
    • (2013) Health Education Research , vol.28 , Issue.2 , pp. 234-248
    • Baños, R.M.1    Cebolla, A.2    Oliver, E.3    Alcañiz, M.4    Botella, C.5
  • 5
    • 84950275273 scopus 로고    scopus 로고
    • An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
    • Boyle, E., Hainey, T., Connolly, T.M., Gray, G., Earp, J., Ott, M., et al. An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education 94:2 (2015), 178–192.
    • (2015) Computers & Education , vol.94 , Issue.2 , pp. 178-192
    • Boyle, E.1    Hainey, T.2    Connolly, T.M.3    Gray, G.4    Earp, J.5    Ott, M.6
  • 6
    • 77949326775 scopus 로고    scopus 로고
    • Implementing digital game-based learning in schools: Augmented learning environment of ‘Europe 2045’
    • Brom, C., Sisler, V., Slavik, R., Implementing digital game-based learning in schools: Augmented learning environment of ‘Europe 2045’. Multimedia Systems 16:1 (2010), 23–41.
    • (2010) Multimedia Systems , vol.16 , Issue.1 , pp. 23-41
    • Brom, C.1    Sisler, V.2    Slavik, R.3
  • 7
    • 67549144170 scopus 로고    scopus 로고
    • Exploring Learner's variables affecting gaming achievement in digital game-based learning
    • Cha, J., Baek, Y., Xu, Y., Exploring Learner's variables affecting gaming achievement in digital game-based learning. 2008.
    • (2008)
    • Cha, J.1    Baek, Y.2    Xu, Y.3
  • 9
    • 67650266263 scopus 로고    scopus 로고
    • Equal opportunity tactic: Redesigning and applying competition games in classrooms
    • Cheng, H.N.H., Wu, W.M.C., Liao, C.Y., Chan, T.-W., Equal opportunity tactic: Redesigning and applying competition games in classrooms. Computers and Education 53 (2009), 866–876.
    • (2009) Computers and Education , vol.53 , pp. 866-876
    • Cheng, H.N.H.1    Wu, W.M.C.2    Liao, C.Y.3    Chan, T.-W.4
  • 10
    • 77954264536 scopus 로고    scopus 로고
    • The influence of an educational computer game on Children's cultural identities
    • Chen, H.-P., Lien, C.-J., Annetta, L., Lu, Y.-L., The influence of an educational computer game on Children's cultural identities. Educational Technology and Society 13:1 (2010), 94–105.
    • (2010) Educational Technology and Society , vol.13 , Issue.1 , pp. 94-105
    • Chen, H.-P.1    Lien, C.-J.2    Annetta, L.3    Lu, Y.-L.4
  • 11
    • 84974587003 scopus 로고    scopus 로고
    • Serious Games: Games that educate, train and inform
    • Thomson Course Technology USA
    • Chen, S., Michael, D., Serious Games: Games that educate, train and inform. 2005, Thomson Course Technology, USA.
    • (2005)
    • Chen, S.1    Michael, D.2
  • 12
    • 77649333859 scopus 로고    scopus 로고
    • Effect of computer-based video games on children: An experimental study
    • Chuang, T.Y., Chen, W.F., Effect of computer-based video games on children: An experimental study. Educational Technology and Society 12 (2009), 1–10.
    • (2009) Educational Technology and Society , vol.12 , pp. 1-10
    • Chuang, T.Y.1    Chen, W.F.2
  • 14
    • 85069656144 scopus 로고    scopus 로고
    • Does word coach coach words?
    • Cobb, T., Horst, M., Does word coach coach words?. CALICO Journal 28:3 (2011), 639–661.
    • (2011) CALICO Journal , vol.28 , Issue.3 , pp. 639-661
    • Cobb, T.1    Horst, M.2
  • 15
    • 84859648632 scopus 로고    scopus 로고
    • A systematic literature review of empirical evidence on computer games and serious games
    • Connolly, T.C., Boyle, E.A., Hainey, T., Macarthur, E., Boyle, J.M., A systematic literature review of empirical evidence on computer games and serious games. Computers and Education 59 (2012), 661–686.
    • (2012) Computers and Education , vol.59 , pp. 661-686
    • Connolly, T.C.1    Boyle, E.A.2    Hainey, T.3    Macarthur, E.4    Boyle, J.M.5
  • 16
    • 40049103025 scopus 로고    scopus 로고
    • Learning in immersive worlds, bristol joint information systems committee
    • Retrieved May 1, 2016, from:
    • De Freitas, S., Learning in immersive worlds, bristol joint information systems committee. 2006 Retrieved May 1, 2016, from: http://www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingreport_v3.pdf.
    • (2006)
    • De Freitas, S.1
  • 18
    • 79959749863 scopus 로고    scopus 로고
    • Can advergames boost Children's healthier eating habits? A comparison between healthy and non-healthy food
    • Dias, M., Agante, L., Can advergames boost Children's healthier eating habits? A comparison between healthy and non-healthy food. Journal of Consumer Behaviour 10:3 (2011), 152–160.
    • (2011) Journal of Consumer Behaviour , vol.10 , Issue.3 , pp. 152-160
    • Dias, M.1    Agante, L.2
  • 19
    • 84987999866 scopus 로고    scopus 로고
    • The learning effect of ‘global conflicts: Middle east’. In gaming realities: A challenge for digital culture
    • Athens
    • Egenfeldt-Nielsen, S., Buch, T., The learning effect of ‘global conflicts: Middle east’. In gaming realities: A challenge for digital culture. Athens, 2006.
    • (2006)
    • Egenfeldt-Nielsen, S.1    Buch, T.2
  • 20
    • 66249133358 scopus 로고    scopus 로고
    • Understanding video games: The essential introduction
    • Routledge
    • Egenfeldt-Nielsen, S., Smith, J.H., Tosca, S.P., Understanding video games: The essential introduction. 2008, Routledge.
    • (2008)
    • Egenfeldt-Nielsen, S.1    Smith, J.H.2    Tosca, S.P.3
  • 21
  • 23
    • 84901950831 scopus 로고
    • “Longitudinal studies and the measure of change
    • Goldstein, H., “Longitudinal studies and the measure of change. Journal of the Royal Statistical Society.” 18:2 (1968), 93–117.
    • (1968) Journal of the Royal Statistical Society.” , vol.18 , Issue.2 , pp. 93-117
    • Goldstein, H.1
  • 24
    • 1442298325 scopus 로고    scopus 로고
    • The educational benefits of videogames
    • Griffiths, M.D., The educational benefits of videogames. Education and Health, 20(3), 2002.
    • (2002) Education and Health , vol.20 , Issue.3
    • Griffiths, M.D.1
  • 25
    • 79957594127 scopus 로고    scopus 로고
    • Motivating children to learn Effectively: Exploring the value of intrinsic integration in educational games
    • Habgood, M.P.J., Ainsworth, S.E., Motivating children to learn Effectively: Exploring the value of intrinsic integration in educational games. Journal of the Learning Sciences 20 (2011), 169–206.
    • (2011) Journal of the Learning Sciences , vol.20 , pp. 169-206
    • Habgood, M.P.J.1    Ainsworth, S.E.2
  • 27
    • 84861697016 scopus 로고    scopus 로고
    • The virtual trillium trail and the empirical effects of freedom and fidelity on discovery-based learning
    • Harrington, M.C.R., The virtual trillium trail and the empirical effects of freedom and fidelity on discovery-based learning. Virtual Reality 16 (2012), 105–120.
    • (2012) Virtual Reality , vol.16 , pp. 105-120
    • Harrington, M.C.R.1
  • 28
    • 84893697722 scopus 로고    scopus 로고
    • A comparative study of the effect of collaborative problem-solving in a Massively Multiplayer Online Game (MMOG) on individual achievement
    • Doctor of Education The University of San Francisco
    • Harris, D., A comparative study of the effect of collaborative problem-solving in a Massively Multiplayer Online Game (MMOG) on individual achievement. Doctor of Education, 2008, The University of San Francisco.
    • (2008)
    • Harris, D.1
  • 30
    • 34247354597 scopus 로고    scopus 로고
    • Flow experiences of children in an interactive social game environment
    • Inal, Y., Cagiltay, K., Flow experiences of children in an interactive social game environment. British Journal of Educational Technology 38:3 (2007), 455–464.
    • (2007) British Journal of Educational Technology , vol.38 , Issue.3 , pp. 455-464
    • Inal, Y.1    Cagiltay, K.2
  • 31
    • 54449095651 scopus 로고    scopus 로고
    • Computer games application within alternative classroom goal structures: Cognitive, metacognitive, and affective evaluation
    • Ke, F., Computer games application within alternative classroom goal structures: Cognitive, metacognitive, and affective evaluation. Educational Technology Research and Development 56 (2008), 539–556.
    • (2008) Educational Technology Research and Development , vol.56 , pp. 539-556
    • Ke, F.1
  • 32
    • 68049084429 scopus 로고    scopus 로고
    • Semantic networks -based teachable agents in an educational game
    • Ketamo, H., Semantic networks -based teachable agents in an educational game. WSEAS Transactions on Computers, 4(8), 2009.
    • (2009) WSEAS Transactions on Computers , vol.4 , Issue.8
    • Ketamo, H.1
  • 34
    • 77958092427 scopus 로고    scopus 로고
    • Computer games for the Math achievement of diverse students
    • Kim, S., Chang, M., Computer games for the Math achievement of diverse students. Educational Technology and Society 13:3 (2010), 224–232.
    • (2010) Educational Technology and Society , vol.13 , Issue.3 , pp. 224-232
    • Kim, S.1    Chang, M.2
  • 35
    • 84855465404 scopus 로고    scopus 로고
    • Do challenge, task experience or computer familiarity influence the learning of historical chronology from virtual environments in 8-9 Year old children?
    • Korallo, L., Foreman, N., Boyd-Davis, S., Moar, M., Coulson, M., Do challenge, task experience or computer familiarity influence the learning of historical chronology from virtual environments in 8-9 Year old children?. Computers and Education 58 (2012), 1106–1116.
    • (2012) Computers and Education , vol.58 , pp. 1106-1116
    • Korallo, L.1    Foreman, N.2    Boyd-Davis, S.3    Moar, M.4    Coulson, M.5
  • 36
    • 34547681846 scopus 로고    scopus 로고
    • How does an online game based learning environment promote students's intrinsic motivation for learning natural science and how does it affect their learning outcomes ?
    • Kuo, M.-J., How does an online game based learning environment promote students's intrinsic motivation for learning natural science and how does it affect their learning outcomes ?. The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL'07), 2007, 135–142.
    • (2007) The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL'07) , pp. 135-142
    • Kuo, M.-J.1
  • 38
    • 84857663586 scopus 로고    scopus 로고
    • Enhancing 5th graders'science content knowledge and self-efficacy through game-based learning
    • Meluso, A., Zheng, M., Spires, H.A., Lester, J., Enhancing 5th graders'science content knowledge and self-efficacy through game-based learning. Computers and Education 59 (2012), 497–504.
    • (2012) Computers and Education , vol.59 , pp. 497-504
    • Meluso, A.1    Zheng, M.2    Spires, H.A.3    Lester, J.4
  • 39
    • 80051718142 scopus 로고    scopus 로고
    • Educational benefits from using games consoles in a primary classroom: A randomised controlled trial
    • Miller, D.J., Robertson, D.P., Educational benefits from using games consoles in a primary classroom: A randomised controlled trial. British Journal of Educational Technology 42:5 (2011), 850–864.
    • (2011) British Journal of Educational Technology , vol.42 , Issue.5 , pp. 850-864
    • Miller, D.J.1    Robertson, D.P.2
  • 42
    • 84857524196 scopus 로고    scopus 로고
    • Making games in the classroom: Benefits and gender concerns
    • Robertson, J., Making games in the classroom: Benefits and gender concerns. Computers and Education 59 (2012), 385–398.
    • (2012) Computers and Education , vol.59 , pp. 385-398
    • Robertson, J.1
  • 43
    • 77958006808 scopus 로고    scopus 로고
    • Quest for the golden rule: An effective social skills promotion and bullying prevention program
    • Rubin-Vaughan, A., Pepler, D., Brown, S., Craig, W., Quest for the golden rule: An effective social skills promotion and bullying prevention program. Computers and Education 56:1 (2011), 166–175.
    • (2011) Computers and Education , vol.56 , Issue.1 , pp. 166-175
    • Rubin-Vaughan, A.1    Pepler, D.2    Brown, S.3    Craig, W.4
  • 44
    • 14544303705 scopus 로고    scopus 로고
    • Long-term effects of computer training of phonological awareness in kindergarten
    • Segers, E., Verhoeven, L., Long-term effects of computer training of phonological awareness in kindergarten. Journal of Computer Assisted Learning 21:1 (2005), 17–27.
    • (2005) Journal of Computer Assisted Learning , vol.21 , Issue.1 , pp. 17-27
    • Segers, E.1    Verhoeven, L.2
  • 46
    • 77956766251 scopus 로고    scopus 로고
    • Effectiveness of MMORPG-based instruction in elementary English education in Korea
    • Suh, S., Kim, S.W., Kim, N.J., Effectiveness of MMORPG-based instruction in elementary English education in Korea. Journal of Computer Assisted Learning 26 (2010), 370–378.
    • (2010) Journal of Computer Assisted Learning , vol.26 , pp. 370-378
    • Suh, S.1    Kim, S.W.2    Kim, N.J.3
  • 47
    • 79959727814 scopus 로고    scopus 로고
    • How digital scaffolds in games direct problem-solving behaviors
    • Sun, C.-T., Wang, D.-Y., Chan, H.-L., How digital scaffolds in games direct problem-solving behaviors. Computers and Education 57:3 (2011), 2118–2125.
    • (2011) Computers and Education , vol.57 , Issue.3 , pp. 2118-2125
    • Sun, C.-T.1    Wang, D.-Y.2    Chan, H.-L.3
  • 49
    • 84987929304 scopus 로고    scopus 로고
    • The effects of interacting with a computer-simulated virtual pet dog on children's empathy and humane attitudes
    • Doctoral Dissertation Retrieved 30 August from:
    • Tsai, Y.-F., The effects of interacting with a computer-simulated virtual pet dog on children's empathy and humane attitudes. Doctoral Dissertation, 2008 Retrieved 30 August from: http://summit.sfu.ca/item/9146.
    • (2008)
    • Tsai, Y.-F.1
  • 52
    • 77958067462 scopus 로고    scopus 로고
    • Effects of constructing versus playing an educational game on student motivation and deep learning strategy use
    • Vos, N., van Der Meijden, H., Denessen, E., Effects of constructing versus playing an educational game on student motivation and deep learning strategy use. Computers and Education 56:1 (2011), 127–137.
    • (2011) Computers and Education , vol.56 , Issue.1 , pp. 127-137
    • Vos, N.1    van Der Meijden, H.2    Denessen, E.3
  • 53
    • 48549097551 scopus 로고    scopus 로고
    • Web-based quiz-game-like formative assessment: Development and evaluation
    • Wang, T., Web-based quiz-game-like formative assessment: Development and evaluation. Computers and Education 51:3 (2008), 1247–1263.
    • (2008) Computers and Education , vol.51 , Issue.3 , pp. 1247-1263
    • Wang, T.1
  • 55
    • 84888118153 scopus 로고    scopus 로고
    • Using scratch with primary school Children: An evaluation of games constructed to gauge understanding of programming concepts
    • Wilson, A., Hainey, T., Connolly, T.M., Using scratch with primary school Children: An evaluation of games constructed to gauge understanding of programming concepts. International Journal of Games-Based Learning, 3(1), 2013.
    • (2013) International Journal of Games-Based Learning , vol.3 , Issue.1
    • Wilson, A.1    Hainey, T.2    Connolly, T.M.3
  • 56
    • 84867284903 scopus 로고    scopus 로고
    • Educational psychology: The impact of psychological research on education
    • Prentice Hall, Pearson Education London
    • Woolfson, L.M., Educational psychology: The impact of psychological research on education. 2011, Prentice Hall, Pearson Education, London.
    • (2011)
    • Woolfson, L.M.1
  • 57
    • 77949659247 scopus 로고    scopus 로고
    • Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project
    • Wrzesien, M., Alcaniz Raya, M., Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project. Computers and Education 55:1 (2010), 178–187.
    • (2010) Computers and Education , vol.55 , Issue.1 , pp. 178-187
    • Wrzesien, M.1    Alcaniz Raya, M.2
  • 58
    • 77955553869 scopus 로고    scopus 로고
    • Integrating video-capture virtual reality technology into a physically interactive learning environment for English learning
    • Yang, J.C., Chen, C.H., Jeng, M.C., Integrating video-capture virtual reality technology into a physically interactive learning environment for English learning. Computers and Education 55 (2010), 1346–1356.
    • (2010) Computers and Education , vol.55 , pp. 1346-1356
    • Yang, J.C.1    Chen, C.H.2    Jeng, M.C.3
  • 60
    • 25844454788 scopus 로고    scopus 로고
    • From visual simulation to virtual reality to games
    • Zyda, M., From visual simulation to virtual reality to games. Computer 38 (2005), 25–32.
    • (2005) Computer , vol.38 , pp. 25-32
    • Zyda, M.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.