作者: Ching-Huei Chen , Chun-Chao Shih , Victor Law
DOI: 10.1007/S11423-020-09794-1
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摘要: Digital game-based learning (DGBL) is known to be widely used for improving in various fields. Among the elements of DGBL, competition has been very controversial. This meta-analysis, which included 25 articles written between 2008 and 2019, revealed that DGBL produced improvements outcomes with an overall effect size .386. In addition, we explored multiple moderators understand how influenced student different learners, contexts, game types, outcomes. We found was effective math, science language, but not social other subjects. It K12 students college students. puzzle, strategy, role-playing, simulation, action games. Finally, equally cognitive non-cognitive Through results this study, fill a critical gap research left by recent reviews, do examine role competition; key gaming element. offer number suggestions future studies.