A Systematic Literature Review on Organizational Training Using Game-Based Learning

Author(s):  
Mateo Hernández ◽  
Julián Moreno
2021 ◽  
Vol 12 ◽  
Author(s):  
Liuxia Pan ◽  
Ahmed Tlili ◽  
Jiaping Li ◽  
Feng Jiang ◽  
Gaojun Shi ◽  
...  

Game-based learning (GBL) can allow learners to acquire and construct knowledge in a fun and focused learning atmosphere. A systematic literature review of 42 papers from 2010 to 2020 in this study showed that the current difficulties in implementing GBL in classrooms could be classified into the following categories: infrastructure, resources, theoretical guidance, teacher’s capabilities and acceptance of GBL. In order to solve the above problems, the study constructs a technology enhanced GBL model, from the four parts of learning objective, learning process, learning evaluation, and smart classroom. In addition, this study adopted the Delphi method, inviting a total of 29 scholars, experts, teachers and school managers to explore how to implement GBL in smart classrooms. Finally, the technology enhanced GBL model was validated and the utilization approaches were provided at the conclusion part.


2022 ◽  
pp. 1894-1919
Author(s):  
Anastasios Theodoropoulos ◽  
Georgios Lepouras

The objective of this chapter is to explore the evolution and opportunities of the emerging field of digital games for programming learning, the challenges and tensions that they present, and how educators may be able to collectively advance this work to benefit student learning. This work summarizes previous empirical evidence concerning the positive impacts and outcomes of digital games in computing education, or even impacts that do not let games to spread. Hence, a systematic literature review is carried out in this context to provide a comprehensive overview of works carried out towards incorporating digital games in order to acquire CT skills or learn basic programming concepts within P12 education. The chapter discusses on the range of indicators and measures used in the 44 selected studies, together with methodological limitations and recommendations for further work in this area.


Author(s):  
Anastasios Theodoropoulos ◽  
Georgios Lepouras

The objective of this chapter is to explore the evolution and opportunities of the emerging field of digital games for programming learning, the challenges and tensions that they present, and how educators may be able to collectively advance this work to benefit student learning. This work summarizes previous empirical evidence concerning the positive impacts and outcomes of digital games in computing education, or even impacts that do not let games to spread. Hence, a systematic literature review is carried out in this context to provide a comprehensive overview of works carried out towards incorporating digital games in order to acquire CT skills or learn basic programming concepts within P12 education. The chapter discusses on the range of indicators and measures used in the 44 selected studies, together with methodological limitations and recommendations for further work in this area.


2021 ◽  
Vol 5 (2) ◽  
pp. 224-244
Author(s):  
Ayfer Alper ◽  
Elif Şengün Öztaş ◽  
Handan Atun ◽  
Dinçer Çınar ◽  
Musa Moyenga

Changes in the lifestyles of human beings keep up with science and technology in tandem with the growth of science and technology. As in all fields, expectations are influenced by the advancement of science and technology for the use of emerging technologies in educational environments. By empowering the physical world with virtual information, Augmented Reality (AR) creates new opportunities for education. The impact of uncertainty and scientific advances in the field of application has modified the definition of “AR Technology” to “AR Environments”. Within the scope of this study, it is aimed to analyze scientific studies on game-based learning and the use of AR in educational activities systematically. In this context, the “education area”, “the level of education of the participant”, “dependent variables”, “data collection tools”, “research methods used”, “type of AR used”, “software used in the development phase of the application”, factors such as “advantages and limitations towards the use of AR in a learning environment” are taken into consideration. In line with the purpose of the research and the specified criteria, a total of 53 scientific studies, which were scanned from scientific journals published in Turkey and abroad between 2016 and 2020, were analyzed using the systematic literature review method. As a result, findings regarding the effects of the game and AR-based learning environments in the learning processes for students are discussed. In addition, several recommendations for the creation and use of new educational games and AR applications have been created, which will help the gaps in AR studies and students' learning processes in terms of potential study.


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