Entertainment Video Games for Academic Learning: A Systematic Review
Entertainment video games are very popular among young audiences. Nevertheless, despite their potential to improve cognitive functioning, they are still studied rarely as a tool for digital game-based learning. To better understand video gaming practices’ value in the classroom, this article provides a systematic review of literature on the effect of entertainment video games on academic learning. Our literature search yielded 49 relevant intervention studies published between 2005 and 2019 that integrated entertainment video games into academic curricula from preschool to college. Our review revealed that entertainment video games can be an effective educational tool and are beneficial in almost all academic disciplines, particularly in foreign language and science. However, research on entertainment video gaming’s effects on academic learning is still not extensive enough and remains mostly qualitative. Future studies need to provide a quantitative approach to complete and confirm already-existing literature, particularly in the environmental and social sciences, physical education, and programming. Given entertainment video games’ popularity and benefits on cognition and learning, it seems essential to investigate their practical value further in the education sector and to determine the mechanisms that mediate their effects on academic learning.
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Журналы
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Education Sciences
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Education and Information Technologies
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Sustainability
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Frontiers in Psychology
2 публикации, 3.08%
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Interactive Learning Environments
2 публикации, 3.08%
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Lecture Notes in Networks and Systems
2 публикации, 3.08%
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Journal of Computer Assisted Learning
2 публикации, 3.08%
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International Journal of Human-Computer Interaction
2 публикации, 3.08%
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PLoS ONE
2 публикации, 3.08%
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International Journal of Computer-Assisted Language Learning and Teaching
1 публикация, 1.54%
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The International Journal of Qualitative Methods
1 публикация, 1.54%
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Journal of Cognitive Enhancement
1 публикация, 1.54%
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Expert Systems with Applications
1 публикация, 1.54%
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Revue de recherches en littératie médiatique multimodale
1 публикация, 1.54%
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Simulation and Gaming
1 публикация, 1.54%
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TechTrends
1 публикация, 1.54%
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Educational Technology Research and Development
1 публикация, 1.54%
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Geography
1 публикация, 1.54%
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AIP Conference Proceedings
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Current Psychology
1 публикация, 1.54%
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Cogent Education
1 публикация, 1.54%
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Journal of Software Engineering Information and Communication Technology (SEICT)
1 публикация, 1.54%
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Discover Education
1 публикация, 1.54%
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International Journal of Game-Based Learning
1 публикация, 1.54%
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Computers
1 публикация, 1.54%
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Computers and Education
1 публикация, 1.54%
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Proceedings of the ACM on Human-Computer Interaction
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Behavioral Sciences
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Quest
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Издатели
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Springer Nature
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MDPI
11 публикаций, 16.92%
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Taylor & Francis
8 публикаций, 12.31%
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Institute of Electrical and Electronics Engineers (IEEE)
7 публикаций, 10.77%
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Elsevier
5 публикаций, 7.69%
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IGI Global
3 публикации, 4.62%
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Wiley
3 публикации, 4.62%
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Association for Computing Machinery (ACM)
3 публикации, 4.62%
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SAGE
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Frontiers Media S.A.
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Public Library of Science (PLoS)
2 публикации, 3.08%
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Consortium Erudit
1 публикация, 1.54%
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AIP Publishing
1 публикация, 1.54%
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Universitas Pendidikan Indonesia
1 публикация, 1.54%
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SciELO
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Innovative Scholars and Researchers Alliance
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- Мы не учитываем публикации, у которых нет DOI.
- Статистика публикаций обновляется еженедельно.