Substantial disagreement exists in the literature regarding which educational technology results in the highest cognitive gain for learners. In an attempt to resolve this dispute, we conducted a meta-analysis to decipher which teaching method, games and interactive simulations or traditional, truly dominates and under what circumstances. It was found that across people and situations, games and interactive simulations are more dominant for cognitive gain outcomes. However, consideration of specific moderator variables yielded a more complex picture. For example, males showed no preference while females showed a preference for the game and interactive simulation pro-grams. Also, when students navigated through the programs themselves, there ...
The goal of Professor Gooch’s research is to develop new algorithms and user interfaces that enhance...
Some students (base group) played the Circuit Game, a 10-level computer-based learning activity inte...
This article provides an insight into the effectiveness of edu- cational computer games. Based on a ...
Substantial disagreement exists in the literature regarding which educational technology results in ...
This study is a meta-analysis of the true- and quasi-experimental research concerning student achiev...
It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and ...
The focus of this study was to conduct a meta-analytic investigation to combine the results obtained...
Background and Aim. Serious games are generally considered to have positive effects on many aspects ...
In this meta-analysis, we systematically reviewed research on digital games and learning for K–16 st...
Educational video games present an opportunity to engage learners within immersive problem-so...
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to i...
A subcategory of computer-assisted instruction (CAI), games have additional attributes such as motiv...
Abstract Background Educational computer games are ex...
This dissertation focused on evaluating game-based learning in prevocational education. Though many ...
This paper questions some of the fundamental psychological assumptions that have stimulated the upta...
The goal of Professor Gooch’s research is to develop new algorithms and user interfaces that enhance...
Some students (base group) played the Circuit Game, a 10-level computer-based learning activity inte...
This article provides an insight into the effectiveness of edu- cational computer games. Based on a ...
Substantial disagreement exists in the literature regarding which educational technology results in ...
This study is a meta-analysis of the true- and quasi-experimental research concerning student achiev...
It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and ...
The focus of this study was to conduct a meta-analytic investigation to combine the results obtained...
Background and Aim. Serious games are generally considered to have positive effects on many aspects ...
In this meta-analysis, we systematically reviewed research on digital games and learning for K–16 st...
Educational video games present an opportunity to engage learners within immersive problem-so...
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to i...
A subcategory of computer-assisted instruction (CAI), games have additional attributes such as motiv...
Abstract Background Educational computer games are ex...
This dissertation focused on evaluating game-based learning in prevocational education. Though many ...
This paper questions some of the fundamental psychological assumptions that have stimulated the upta...
The goal of Professor Gooch’s research is to develop new algorithms and user interfaces that enhance...
Some students (base group) played the Circuit Game, a 10-level computer-based learning activity inte...
This article provides an insight into the effectiveness of edu- cational computer games. Based on a ...