Cogent Education · 2018 · 64 citations · 48 references
EducationInstructionTeachingComputer-assisted InstructionOnline TeachingPedagogyEducational Game DesignGame-based LearningOnline Course DesignOnline InstructionOnline LearningVideo Game StudiesAcademic Achievement AssessmentDigital Game-based LearningGrade LevelInstructional GamesLiterature Review SynthesisNon-traditional StudentsNontraditional StudentsOnline Pedagogy
Technological advances have provided educational institutions the capability to explore various online teaching strategies such as digital games in the classroom. Though games can be used to engage various learning styles and behaviors, the platform is mainly practiced at the secondary educational grade level with traditional-aged students. Little research literature exists that explores the influence of digital game-based learning on the academic achievement of nontraditional undergraduate students. An extensive literature review of 77 articles was conducted using the procedure developed in Cooper’s Taxonomy (1998) for analyzing and synthesizing literature. Cooper’s system involved (a) formulating the problem, (b) collecting data, (c) evaluating data appropriateness, (d) analyzing and interpreting relevant data, and (e) organizing and presenting the results. This scoping literature review explores how digital games can be used in the educational environment to support the learning of nontraditional students.
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Situated Cognition and the Culture of Learning
John Seely Brown, Allan Collins, Paul Duguid · Educational Researcher · 1989 · 13K citations · Full text
The SAGE handbook of qualitative research
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Education, Adult Education, Teaching +14
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Education, Adult Education, Teaching +14