A Critical Review of the Effectiveness of Narrative-Driven Digital Educational Games

L. Jackson, Joanne O’Mara, J. Moss, A. Jackson
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引用次数: 10

Abstract

Digital games are currently viewed, by many within the field of education, as a way to engage and motivate students, and to assist them in acquiring content knowledge and skills. Despite the growing interest in using digital games, including serious games, this is the first critical review of the literature on the effectiveness of digital narrative-driven educational games. Of 2550 articles initially screened, 130 were synthesised in the final review. The results suggest that such games can be more much more effective than traditional instruction for promoting attitude change, engagement, motivation, and skill acquisition; slightly more effective in promoting enjoyment and knowledge acquisition; and equal in fostering behaviour change. As such, they may be viewed as effective and versatile tools for teaching and learning.
叙述驱动型数字教育游戏的有效性评论
目前,许多教育领域的人将数字游戏视为吸引和激励学生的一种方式,并帮助他们获取内容知识和技能。尽管人们对使用数字游戏(包括严肃游戏)越来越感兴趣,但这是关于数字叙事驱动的教育游戏有效性的第一篇批判性评论。在最初筛选的2550篇文章中,有130篇在最终评审中被合成。结果表明,这类游戏在促进态度转变、参与、动机和技能习得方面比传统教学更有效;在促进享受和知识获取方面略显有效;在促进行为改变方面也是平等的。因此,它们可能被视为有效和通用的教学工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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