Publication | Closed Access
Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis
925
Citations
72
References
2006
Year
Cognitive ScienceSpecific Moderator VariablesLearning SciencesGamificationEducational GameEducationSimulation Video GameLearning AnalyticsCognitive Gain OutcomesInteractive Simulation ProgramsLearning In GamesGame DesignComputer Gaming
Substantial disagreement exists in the literature regarding which educational technology results in the highest cognitive gain for learners. We conducted a meta‑analysis to determine whether games and interactive simulations or traditional methods dominate in cognitive gain and under what circumstances. The meta‑analysis aggregated effect sizes across studies comparing games and interactive simulations to traditional instruction, examining moderator variables such as gender, learner control, and program sequencing. Games and interactive simulations generally yield greater cognitive gains, but moderator analyses reveal that females and self‑directed learners benefit more, while male learners, teacher‑controlled or computer‑sequenced programs show no advantage or favor traditional methods.
Substantial disagreement exists in the literature regarding which educational technology results in the highest cognitive gain for learners. In an attempt to resolve this dispute, we conducted a meta-analysis to decipher which teaching method, games and interactive simulations or traditional, truly dominates and under what circumstances. It was found that across people and situations, games and interactive simulations are more dominant for cognitive gain outcomes. However, consideration of specific moderator variables yielded a more complex picture. For example, males showed no preference while females showed a preference for the game and interactive simulation programs. Also, when students navigated through the programs themselves, there was a significant preference for games and interactive simulations. However, when teachers controlled the programs, no significant advantage was found. Further, when the computer dictated the sequence of the program, results favored those in the traditional teaching method over the games and interactive simulations. These findings are discussed in terms of their implications for exiting theoretical positions as well as future empirical research.
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