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      The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction

      1 , 1 , 2
      Journal of Educational Computing Research
      SAGE Publications

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          Abstract

          While educational games have been increasingly popular in education, insufficient studies have comprehensively reviewed their effectiveness. To complement this missing link, this study explored game-based learning outcomes including academic achievements, problem-solving, and critical thinking abilities, knowledge, learning efficiency, skills, student attitudes, and behaviors. Both negative and positive effects of educational games on motivation were also explored based on comprehensive literature analysis. The role of engagement in game-based learning was studied, coupled with the ways to enhance student engagement. We also explored the importance of gamified components in student satisfaction and provided constructive suggestions for designers and practitioners. Future research should highlight learning analytics and data mining techniques of educational game-based learning and try to find out solutions to address various problems to improve the effectiveness of educational games.

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          Most cited references47

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          Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance

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            Gamifying learning experiences: Practical implications and outcomes

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              Learning, attentional control, and action video games.

              While humans have an incredible capacity to acquire new skills and alter their behavior as a result of experience, enhancements in performance are typically narrowly restricted to the parameters of the training environment, with little evidence of generalization to different, even seemingly highly related, tasks. Such specificity is a major obstacle for the development of many real-world training or rehabilitation paradigms, which necessarily seek to promote more general learning. In contrast to these typical findings, research over the past decade has shown that training on 'action video games' produces learning that transfers well beyond the training task. This has led to substantial interest among those interested in rehabilitation, for instance, after stroke or to treat amblyopia, or training for various precision-demanding jobs, for instance, endoscopic surgery or piloting unmanned aerial drones. Although the predominant focus of the field has been on outlining the breadth of possible action-game-related enhancements, recent work has concentrated on uncovering the mechanisms that underlie these changes, an important first step towards the goal of designing and using video games for more definite purposes. Game playing may not convey an immediate advantage on new tasks (increased performance from the very first trial), but rather the true effect of action video game playing may be to enhance the ability to learn new tasks. Such a mechanism may serve as a signature of training regimens that are likely to produce transfer of learning. Copyright © 2012 Elsevier Ltd. All rights reserved.
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                Author and article information

                Contributors
                Journal
                Journal of Educational Computing Research
                Journal of Educational Computing Research
                SAGE Publications
                0735-6331
                1541-4140
                June 2021
                November 02 2020
                June 2021
                : 59
                : 3
                : 522-546
                Affiliations
                [1 ]Faculty of Foreign Studies, Beijing Language and Culture University, Beijing, China
                [2 ]School of Translation and Interpreting, Beijing Language and Culture University, Beijing, China
                Article
                10.1177/0735633120969214
                c4e200a8-333d-4624-8bb7-f5f88f63904b
                © 2021

                http://journals.sagepub.com/page/policies/text-and-data-mining-license

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