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A systematic literature review of empirical evidence on computer games and serious games

A systematic literature review of empirical evidence on computer games and serious games. Wakana Ishimaru. Leo Liang. Introduction. Reason for the literature review Method Data collection Data analysis Results Outcomes and conclusion Summary OneDrive/ Skydrive. Question 1.

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A systematic literature review of empirical evidence on computer games and serious games

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  1. A systematic literature review of empirical evidence on computer games and serious games Wakana Ishimaru Leo Liang

  2. Introduction • Reason for the literature review • Method • Data collection • Data analysis • Results • Outcomes and conclusion • Summary • OneDrive/Skydrive

  3. Question 1 Please remember some games which you played in your school days. Did those games have positive effects or negative effects for you?

  4. Reason for the literature review Computer games have the potential positive impacts for learning ↑ however… • dearth of high quality of empirical evidence (de Freitas, 2006; Wouters et al, 2009) • the literature on games is fragmented and lack of coherence (Ke, 2009) • Figure out what the empirical evidence is • Code each study with respect to one main outcome and impact

  5. Method -Data collection- AND OR OR

  6. Method -Data collection- Further Criteria paper had to • Include empirical evidence related to the impacts and outcomes of playing games • Include an abstract • Include participants over the age of 14 years • Data from January 2004 to February 2009 129 papers met the inclusion criteria

  7. Method -Data analysis-Categories

  8. Method -Data analysis-Quality of the Studies • How appropriate is the research design for addressing the question? • How appropriate are the methods & analysis? • How generalisableare the findings of this study to the target population with respect to the size and representativeness of sample? • How relevant is the particular focus of the study for addressing the question? • To what extent can the study findings be trusted in answering the study questions? give 1-3 points to each dimensions each paper has their own score (5 (Min.) to 15(Max.) points)

  9. Results – Game Variables • Each paper was given a score, and organised with respect to the learning or behavioural outcomes and impacts. • Study looked at various things present in the papers such as: • Intention of the game – Entertainment games, games for learning, serious games. • Genre of games & impact on learning – Action, Puzzle, Strategy, Simulation, etc. • Behaviour. • Papers showed mixed results, both positive & negative.

  10. Results – Game Variables • Various outcomes. • Lavender (2008) developed a game to determine whether people could be persuaded to be more sympathetic towards the homeless, by playing the role of a homeless woman. • Some showed increase in sympathy and others no significant effect. • Steinkuehler and Duncan (2008) showed that the online game World of Warcraft demonstrated an impressive variety of higher order scientific reasoning skills and building on others’ ideas.

  11. Outcomes and Conclusion • More papers looked at positive outcomes of entertainment games and games for learning (Depends on papers used). • Papers showed knowledge acquisition and content understanding were the most frequently occurring. • This reflects the parallel interests in engaging features of games & their use for learning.

  12. Outcomes and Conclusion • Further evidence that entertainment games informally lead to improvements in attention and visual perceptual skills. • These visual perceptual skills are generic and underpins success in Science, Technology, Engineering and Mathematics.

  13. Outcomes and Conclusion • There were several reported unintended outcomes. • Example: Steinkuehler and Duncan (2008) looked at an entertainment game but demonstrated higher order scientific reasoning and system-based reasoning.

  14. Summary • Despite publicity given to negative impacts of games, they have both positive and negative impacts. • Empirical evidence concerning effectiveness of game-based learning was found, but this was only based on data from chosen papers. • Beyond simulations and puzzles, other types of games are able to match desired learning outcomes. • Leads to ↑ in performance of working memory, auditory perception and selective attention tasks.

  15. Summary • Support real world decision-making and higher order scientific reasoning skills. • Knowledge acquisitionand content understanding frequently occurs; makes games engaging and useful for learning. • A game-based approach to learning is used across many different curricula areas, most notably in health, business and social issues. Found to be motivating and engaging. • Along with other educational involvements, there has been planning of games to be integrated into students’ learning experience.

  16. Question 2 Have you experienced game-based approachesin your school days? If so, what kind of class was it?

  17. OneDrive/SkyDrive • http://1drv.ms/UMgpcO

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