Computational games in STEM courses: a systematic review of the literature

Priscila da Silva Neves Lima, L. A. Silva, J. Oliveira, A. Brandão, L. O. Brandão
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Abstract

This full paper of Research Category presents the main results of a systematic review of the literature about the use of computer games in science, technology, engineering, and mathematics (STEM) courses. The concept of lifelong learning has often been encouraged in literature. However, it also reports students facing difficulties in exact sciences since elementary school: a significant challenge to overcome. Among the reasons for such difficulties are demotivation, disinterest, learning difficulties, and even the use of outdated teaching-learning methods. In an attempt to improve the relationship between students and exact sciences, schools are expanding the use of information technologies to offer the students interactive environments in order to enrich their classes. In this context, characteristics of digital games appear as a didactic resource that can benefit the students’ learning process. If properly used, digital games can stimulate memory, creativity, socialization, and also incite curiosity. Due to the ease young students have with games and considering the benefits mentioned above, many institutions have been investing in digital games (or environments with some of their characteristics). However, these games can generate compulsive behaviors (WHO classified such disorders in 2018), and it is worth noticing that many articles reporting the use of games in education focus mainly on its acceptance instead of its teaching capabilities. In this article, we report the main findings, such as that technology is the area with the highest concentration of digital games. It is also observed that different guiding theories appear, such as those with a constructivist tendency. Among the arguments for using games stand out: the gain in cognitive skills, the possibility of using simulations, and the ease in understanding complex themes. The methods of didactic-pedagogical evaluation mostly used are questionnaires of acceptance or the student’s perception. This review highlights the potential of digital games to promote learning. However, these games should not be focused solely on their ludic aspect, as they have a different purpose from regular games. Active methodologies mediated by information and communication technologies can make class more engaging as students actively participate in the construction of student learning.
STEM课程中的计算游戏:文献的系统回顾
这篇研究类别的全文介绍了关于在科学、技术、工程和数学(STEM)课程中使用电脑游戏的文献的系统综述的主要结果。文学作品中经常鼓励终身学习的概念。然而,它也报告了学生从小学开始就面临的精确科学难题:这是一个需要克服的重大挑战。造成这些困难的原因包括缺乏动力、不感兴趣、学习困难,甚至使用过时的教学方法。为了改善学生与精确科学之间的关系,学校正在扩大信息技术的使用,为学生提供互动环境,以丰富他们的课堂。在这种情况下,数字游戏的特点作为一种教学资源出现,有利于学生的学习过程。如果使用得当,数字游戏可以激发记忆力、创造力、社交性,也可以激发好奇心。由于年轻学生可以轻松地玩游戏,并考虑到上述好处,许多机构都在投资数字游戏(或具有某些特征的环境)。然而,这些游戏可以产生强迫行为(世卫组织在2018年将此类疾病分类),值得注意的是,许多报道游戏在教育中的使用的文章主要关注的是它的接受程度,而不是它的教学能力。在本文中,我们将报告主要发现,例如技术领域是数字游戏最集中的领域。研究中也出现了不同的指导理论,如具有建构主义倾向的理论。在使用游戏的争论中,最突出的是:认知技能的提高,使用模拟的可能性,以及理解复杂主题的便利性。教学评价的主要方法是接受问卷或学生感知问卷。这篇综述强调了数字游戏在促进学习方面的潜力。然而,这些游戏不应该只专注于它们的搞笑方面,因为它们与普通游戏有着不同的目的。以信息和通信技术为中介的积极方法论可以使课堂更具吸引力,因为学生积极参与学生学习的建构。
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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