Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis

2022 ◽  
Vol 40 ◽  
pp. 100459
Author(s):  
Gwo-Jen Hwang ◽  
Pei-Ying Chen
Author(s):  
Mario M. Martinez-Garza ◽  
Douglas Clark

Interest in game-based learning has grown dramatically over the past decade. Thus far, most of the focus has not included the role of teachers. This chapter first summarizes the theoretical research on game-based learning and the implications of that research for the role of teachers. The authors next review the game-based learning literature that has specifically articulated a role for teachers or achieved an empirical description of teacher action within a game-based learning context. They then connect these accounts with more general research on teachers and technology use, elaborating on points of contact and identifying differences that may signal special challenges. Finally, the authors articulate an expanded role for teachers in game-based learning practices in terms of game-based learning research and new scholarship on the psychology of games.


Author(s):  
Kristian Kiili ◽  
Harri Ketamo ◽  
Michael D. Kickmeier-Rust

The challenge of educational game design is to develop solutions that please as many players as possible, but are still educationally effective. How learning happens in games is methodologically very challenging to point out and thus it is usually avoided. In this paper we tackle this challenge with eye tracking method. The aim of this research is to study the meaning of cognitive feedback in educational games and evaluate the usefulness of eye tracking method in game based learning research and game design. Based on perceptual data we evaluated the playing behavior of 43 Finnish and Austrian children aged from 7 to 16. Four different games were used as test-beds. The results indicated that players’ perception patterns varied a lot and some players even missed relevant information during playing. The results showed that extraneous elements should be eliminated from the game world in order to avoid incidental processing in crucial moments. Animated content easily grasps player’s attention, which may disturb learning activities. Especially low performers and inattentive players have difficulties in distinguishing important and irrelevant content and tend to stick to salient elements no matter of their importance for a task. However, it is not reasonable to exclude all extraneous elements because it decreases engagement and immersion. Thus, balancing of extraneous and crucial elements is essential. Overall, the results showed that eye tracking can provide important information from game based learning process and game designs. However, we have to be careful when interpreting the perceptual data, because we cannot be sure if the player understands everything that he or she is paying attention to. Thus, eye tracking should be complemented with offline methods like retrospective interview that was successfully used in this research.


Author(s):  
Nancy Sardone ◽  
Roberta Devlin-Scherer ◽  
Joseph Martinelli

The last 20 years have brought an increase of computers into educational and home environments, generating an explosion of available educational software products. As a result, students bring a wealth of technology experiences to the college classroom. The use of games as an instructional strategy in the higher education setting is fairly new. This chapter examines the effects of game-based instruction on learning outcomes of college students studying basic computer concepts. With the growing trend toward the use of games to support learning, research is needed to examine learning outcomes. Perhaps faculty will be willing to move to more empirically tested game-based learning strategies, even though initial curriculum development time may be increased.


Author(s):  
Lorenzo Gabriel Borrego ◽  
Estefanía Caballano-Infantes ◽  
Pablo Sánchez-Núñez ◽  
Daniel Enrique Di Zeo-Sánchez ◽  
Belén Delgado-Martín ◽  
...  

2011 ◽  
pp. 1774-1786
Author(s):  
Nancy Sardone ◽  
Roberta Devlin-Scherer ◽  
Joseph Martinelli

The last 20 years have brought an increase of computers into educational and home environments, generating an explosion of available educational software products. As a result, students bring a wealth of technology experiences to the college classroom. The use of games as an instructional strategy in the higher education setting is fairly new. This chapter examines the effects of game-based instruction on learning outcomes of college students studying basic computer concepts. With the growing trend toward the use of games to support learning, research is needed to examine learning outcomes. Perhaps faculty will be willing to move to more empirically tested game-based learning strategies, even though initial curriculum development time may be increased.


Author(s):  
Phu Vu ◽  
Scott Fredrickson ◽  
Patricia Hoehner ◽  
Jane K. Ziebarth-Bovill

This chapter examined pre-service teachers' attitudes toward game-based learning. Research participants included 30 pre-service teachers at a Midwest public university. The research participants took an online course in which game elements such as online mini games as either warm-up or wrap-up activities were integrated. After the course, the researchers analyzed participants' login data and collected their responses to an open online survey. The research results showed that students enjoyed playing games integrated into the course. They spent time playing the games and found them enjoyable and useful. The participants valued the usefulness of integrating games into the classroom. Playing games helped them focus on the topic and review what they had learned from the lecture. They also indicated that they would integrate games into their teaching.


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