A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations
By Richard L. Lamb, Leonard A. Annetta, Jonah B. Firestone, Elisabeth Etopio. Computers in Human Behavior, 2018
307 citations recorded by the source corpus.
Subfields: Computer Science Applications, Developmental and Educational Psychology
View Paper: https://www.semanticscholar.org/paper/200d22207a98aff4d26127cdf21787a6a2c42951
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In Computer Science Applications
In Developmental and Educational Psychology
Citations in the corpus
- A Meta-Analysis of Use of Serious Games in Education over a Decade (2019, background): “Through analyzing 46 empirical studies, serious games were reported helpful for learners to obtain cognitive abilities, and increase positive affect of learning [14].”
- Using gamification to support learning English as a second language: a systematic review (2019, background): “…are introduced by Abt (1970) that primarily focus on learning rather than mere entertainment and provide ample opportunities for connecting education to the daily life experiences of students (Alvarez & Djaouti, 2011; Lamb, Annetta, Firestone, & Etopio, 2018; van der Linden & van Joolingen, 2019).”