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Computers in Human Behavior 63 (2016) 50e58

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Computers in Human Behavior


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Full length article

Game-based Learning and 21st century skills: A review of recent


research
Meihua Qian*, Karen R. Clark
Eugene T. Moore School of Education, Clemson University, United States

a r t i c l e i n f o a b s t r a c t

Article history: Game-based learning and 21st century skills have been gaining an enormous amount of attention from
Received 18 January 2016 researchers and practitioners. Given numerous studies support the positive effects of games on learning,
Received in revised form a growing number of researchers are committed to developing educational games to promote students’
29 April 2016
21st century skill development in schools. However, little is known regarding how games may influence
Accepted 8 May 2016
student acquisition of 21st century skills. This paper examines the most recent literature in regard to
game-based learning and identified 29 studies which targeted 21st century skills as outcomes. The range
of game genres and game design elements as well as learning theories used in these studies are dis-
Keywords:
Game-based learning
cussed, together with the range of indicators, measures and outcomes for impacts on 21st century skills.
21st century skills The findings suggest that a game-based learning approach might be effective in facilitating students’ 21st
Learning theory century skill development. The paper also provides valuable insights for researchers, game designers,
Game design and educators in issues related to educational game design and implementation in general.
Effect size © 2016 Elsevier Ltd. All rights reserved.

1. Introduction students’ high academic achievements or psychological


development.
Trends in educational research indicate an increasing interest in Furthermore, most of the previous literature reviews (e.g.,
how games may influence learning (e.g., Ke, 2009; Kebritchi, Connolly et al., 2012; Emes, 1997; Ke, 2009; Randel et al., 1992;
Hirumi, & Bai, 2008; Wu, Chiou, Kao, Hu, & Huang, 2012b). To Wolfe, 1997; Wu et al., 2012b) focused on the statistical signifi-
date, a number of literature reviews have been conducted regarding cance of empirical studies and rarely emphasized their practical
the effectiveness of game-based learning in various domains such significance (i.e., effect size), though the latter is much more
as business, math, statistics, computer science, biology, and psy- informative than the former. Specifically, any test with a large
chology (e.g., Boyle et al., 2014; Connolly, Boyle, MacArthur, Hainey, sample size tends to be statistically significant, yet it might not be
& Boyle, 2012; Dempsey, Rasmussen, & Lucassen, 1994; Emes, 1997; practically meaningful. Hence, game-based learning may not be
Randel, Morris, Wetzel, & Whitehill, 1992; Vogel et al., 2006; Wolfe, more effective than conventional classroom lectures if the com-
1997; Wu et al., 2012b). However, no consensus has been reached in parison appears statistically significant but the corresponding ef-
respect to the positive effect of game-based learning. For example, fect size is tiny.
some studies (e.g., Boyle et al., 2014; Dempsey et al., 1994; Randel Most importantly, a few studies have indicated that a growing
et al., 1992; Vogel et al., 2006) pointed out that game-based number of researchers are committed to developing educational
learning might be superior to traditional classroom instruction as games to support the teaching of essential 21st century skills (e.g.,
it could increase students’ motivation for learning and provide Boyle et al., 2014; Dondlinger, 2007). However, little is known
them with opportunities to explore and acquire new knowledge regarding how game-based learning may influence students’ 21st
and skills, but others (e.g., Emes, 1997) did not find strong evidence century skill development (Ebner & Holzinger, 2007; Ke, 2009;
which supports the association between game-based learning and Kim, Park, & Baek, 2009; Papastergiou, 2009; Van Eck &
Dempsey, 2002). The 21st century skills refer to a wide range of
skills such as learning and innovation skills (i.e., critical thinking,
creativity, collaboration, and communication) and information,
* Corresponding author. Eugene T. Moore School of Education, Clemson Univer- media and technology skills (Binkley et al., 2014), and have been
sity, 410 Tillman Hall, Clemson, SC 29634, United States.
gaining more and more attention from researchers and
E-mail address: mqian@clemson.edu (M. Qian).

http://dx.doi.org/10.1016/j.chb.2016.05.023
0747-5632/© 2016 Elsevier Ltd. All rights reserved.
M. Qian, K.R. Clark / Computers in Human Behavior 63 (2016) 50e58 51

practitioners (e.g., Chan & Yuen, 2014; Gee, 2007). For instance, the testing (Binkley et al., 2014). Games, on the other hand, necessitates
current school curriculum in Hong Kong clearly emphasizes the the development of 21st century skills which are valued in the new
importance of students’ creativity development, and as a result, digital economy (Gee, 2008; Squire, 2011; Van Eck, 2012) and
teachers are encouraged to develop or adopt innovative teaching provide a means of assessing these hard to evaluate skills (Shute,
methods to foster students’ creativity in the classroom (Chan & 2011). Specifically, effective learning is situated, active, and
Yuen, 2014). But at this point, no model exists as to how to best problem-based and requires immediate feedback (e.g., Boyle,
teach the core 21st century skills in schools. Connolly, & Hainey, 2011). Well-designed educational games such
Game design and play require people to be familiar with media as Quest Atlantis (Barab et al., 2009) and The Radix Endeavor (MIT,
and technology, and it also requires people to be creative and 2014) provide complex holistic problem-based environments that
critical thinkers, so it has great potential to facilitate students’ 21st can support active and situated learning, require authentic collab-
century skill development. Given the lack of consistent empirical oration, and offer challenge and immediate feedback (Gee, 2007;
evidence with respect to the effectiveness of game-based learning, Squire, 2011). However, a systematic review of the impact of
this review aims to examine the most recent literature regarding games on 21st century skill development is needed.
game-based learning and seeks to further understand the influence
of games on learning, with a major focus on students’ 21st century 2.3. Designing games for education
skill development.
2.3.1. Game design elements and meaningful learning
2. Literature review Very little is known as to what degree of design complexity is
required for meaningful learning to occur (Hays, 2005; Young et al.,
2.1. Definition of game-based learning 2012). Many educational games are simple designs that are
narrowly focused on academic content, target low level literacy,
Game-based learning (GBL) describes an environment where provide drill and practice methods similar to worksheets, and stress
game content and game play enhance knowledge and skills memorization of facts (Squire, 2003; Villalta et al., 2011; Young
acquisition, and where game activities involve problem solving et al., 2012). These game designs fail to engage students (Lester
spaces and challenges that provide players/learners with a sense of et al., 2014; Squire, 2003).
achievement (e.g., Kirriemuir & McFarlane, 2004; McFarlane, Meanwhile, research has showed that entertainment games are
Sparrowhawk, & Heald, 2002; Prensky, 2001). able to promote meaningful learning through providing players
with adaptive challenge, curiosity, self-expression, discovery, im-
2.2. Evidence of impact and outcomes for games in education mediate feedback, clear goals, player control, immersion, collabo-
ration, competition, variable rewards, and low-stakes failure (e.g.,
Previous reviews indicate that the most frequent outcome Anderson, 2011; Gee, 2007; Squire, 2011). All these game design
investigated in educational game studies was knowledge acquisi- elements align well with established learning theories such as so-
tion (Connolly et al., 2012; Li & Tsai, 2013) with less than one-third cial constructivism and flow theory. Therefore, these types of
of the studies investigating problem solving skills (Li & Tsai, 2013), games can provide situated learning, promote social interactions,
and affective and motivational outcomes were examined more increase motivation and engagement, and provide opportunities to
frequently in entertainment game studies (Connolly et al., 2012). develop valued 21st century skills (e.g., collaboration, creativity,
Although educational game studies reveal varying degrees of suc- communication, critical thinking) (Anderson, 2011;
cess dependent upon academic topic, learner preferences and Csikszentmihalyi, 1990; Gee, 2007; Shute, 2011; Squire, 2011).
participant age (Hays, 2005; Young et al., 2012), GBL tends to However, designing games for specific educational purposes pre-
positively influence attitudes and cognitive gains (Connolly et al., sents an interdisciplinary challenge as it requires a deep under-
2012; Dempsey et al., 1994; Hays, 2005; Vogel et al., 2006; Wolfe, standing of game design theory, knowledge of the academic topic,
1997; Young et al., 2012). But there is a dearth of high quality and a foundation in relevant learning theories (e.g., Boyle et al.,
empirical evidence concerning how games in the classroom might 2011).
impact the development of 21st century skills.
Skills relevant to the 21st century are dramatically different 2.3.2. Learning theories and successful game designs
from skills the educational system currently values (Squire, 2005). Meaningful learning will not take place without learners’ in-
The 21st century learning and innovative skill set is defined as vestment of time and effort. Popular entertainment games main-
critical thinking, creativity, collaboration and communication tain players’ engagement by employing “every single worthwhile
(Binkley et al., 2014). Critical thinking skills include scientific learning theory in existence” (Becker, 2007, p.23). Yet, GBL studies
reasoning, systems thinking, computational thinking, decision often fail to use theoretical foundations (e.g., Li & Tsai, 2013; Wu,
making and problem solving (Binkley et al., 2014). Creativity in- Hsiao, Wu, Lin, & Huang, 2012a; Wu et al., 2012b). For example,
cludes divergent thinking, innovative thinking, originality, inven- Wu et al. (2012b) reviewed 567 published studies and found that
tiveness and the ability to view failure as an opportunity to improve GBL tended to yield positive outcomes when learning theories were
(Binkley et al., 2014). Collaboration pertains to the ability to work incorporated into the design, but surprisingly most studies did not
effectively and respectfully with diverse teams, exercise flexibility address learning theories. According to Young et al. (2012), suc-
and willingness to make compromises to accomplish goals, and cessful GBL is not simply providing students with a game and
assume shared responsibility (Binkley et al., 2014). Communication expecting increased motivation and knowledge acquisition,
refers to the ability to articulate thoughts and ideas in a variety of “Rather, educational games need to be designed and researched
forms, communicate for a range of purposes and in diverse envi- with careful attention to contemporary learning theories” (Young
ronments, and use multiple media and technologies (Binkley et al., et al., 2012, p.68).
2014). Traditional educational practices often hinder creativity by The sociocultural theory of learning (Vygotsky, 1978) and flow
emphasizing only one correct answer, imposing high-stakes failure, theory (Csikszentmihalyi, 1990) align well with successful game
and favoring conformity and standardization (e.g., Plucker & Makel, designs and learning outcomes. Vygotsky (1978) states that
2010). Additionally, 21st century skills are difficult to evaluate using learning takes place when it is social, active and situated. Also, play
traditional assessment practices such as the popular standardized is conducive to learning (Vygotsky, 1978). Gamers interact in role
52 M. Qian, K.R. Clark / Computers in Human Behavior 63 (2016) 50e58

playing environments that allow them to explore social roles (in- 3.2. Selection of papers for inclusion in the review
side and outside of the game), form hypotheses, test new ideas, and
develop skills by playing (Gee, 2005; Squire, 2005; Tennyson & Articles from the following six journals were chosen as a
Breuer, 2002). Twining (2009, 2010) has outlined a modern peda- representative sample of recent research on GBL: Computers &
gogy that includes dimensions of ‘learning by being told’, ‘learning Education; Computers in Human Behavior; Information Sciences;
by doing’, ‘learning through role play’, and ultimately ‘learning by Journal of the Learning Sciences; Learning and Instruction; and British
becoming’. Many successful entertainment games provide incred- Journal of Education Technology. The resulting 397 articles were
ibly realistic and immersive environments where gamers can learn analyzed by two raters to identify appropriate papers for this re-
through role play experiences. These games can provide a suc- view, and 137 studies met our inclusion criteria.
cessful design model for digital GBL. To be included in this review, papers had to (a) include evidence
Also, flow theory is a natural foundation for motivation in games related to digital technology enhanced learning environments; (b)
and learning. Flow causes the player to lose time and goal-directed include quantitative statistics with effect size being or not being
activity is driven by pure pleasure rather than external rewards reported; and (c) date from January 1, 2010 to December 31, 2014.
(Csikszentmihalyi, 1990). Entertainment game designers balance The Cohen’s Kappa statistic was used to examine the interrater
the game’s challenge level with the player’s skill level to create and reliability. According to Cohen (1960) and McHugh (2012), our
maintain flow. However, many educational games interrupt the interrater reliability was high (ҡ ¼ 0.82), and we resolved all dis-
state of flow by inserting content and content assessment via agreements to consensus through discussion.
quizzes and tests (Shute, 2011). Successful game designers utilize
internal analytics to collect data on the gamers, adapt challenges to 3.3. Data analysis
maintain flow, and provide timely feedback. Educational games can
implement this model so that learning via game play can continue The 137 papers meeting the initial inclusion criteria were
fluidly while assessments are conducted inconspicuously and so analyzed to explore potential influences of digital games on
that flow is maintained (Shute, 2011). learning, especially on student acquisition of 21st century skills.
According to Li and Tsai (2013), constructivism (e.g., the socio-
cultural theory of learning) is one of the major theoretical foun- 3.3.1. Categorization of games
dations employed by GBL researchers in science education. The Categories were defined based on the primary purpose of the
present study will examine the learning theories that are utilized in game. Educational games and serious games are games developed
GBL related to the 21st century skill development. specifically for educational purposes. Commercial off the shelf,
console games (video games), and online games (massively multi-
player online role playing games) are categorized as entertainment
2.4. Research questions
games. Games-based learning is a common term with broad in-
terpretations and can include educational games, edutainment, or
Despite a growing interest in games for learning, rigorous
entertainment games. Therefore, papers whose research design
empirical evidence is needed to evaluate the potential of GBL with
specified games-based learning were further categorized based on
respect to 21st century skills. Additionally, empirical research on
the specific game or instrument used in the study (education,
GBL is fragmented by many variables such as learner variables,
entertainment, or non-game). Design-based-learning studies uti-
game design variables, research purpose and methodology (Hays,
lized games with a design focus rather than playing the game.
2005; Ke, 2009). This lack of cohesion presents a barrier to
These studies may have students designing a digital product such
designing good educational games and understanding how games
as digital story telling or using visual coding tools to design games.
can be used most effectively in the classroom (Connolly et al., 2012).
It was decided to make design-based games a category since the
The aim of this paper is to determine what empirical evidence
premise of the game is unique. Although this literature review
exists concerning the effects of GBL on 21st century skills and to
aimed to investigate games for learning, our search returned a
identify successful game design elements that align well with
number of studies which focused on mobile tools. These mobile
established learning theories. The findings will provide valuable
tools are considered games, or not, based on the specific design of
guidance for future educational game designs which are intended
that tool. Mobile tools designated as a mobile game and mobile
to support 21st century skill development.
augmented reality/context aware were categorized as mobile (AR).

3. Method 3.3.2. Categorization of outcomes


Outcomes were categorized as 21st century skills (critical
3.1. Search terms and database searched thinking, creativity, communication, and collaboration), cognitive
(retention, transfer, cognitive load, and knowledge acquisition),
A keyword search was conducted using Academic Search skills (motor, spatial, and visual skills) or behavioral (behaviors and
Complete which is the most comprehensive scholarly, multi- attitudes).
disciplinary database in the world and covers all subject areas
from 1965 to present. Since technology advances at a rapid pace 3.3.3. Categorization of ages
and this review aims to examine the most recent literature Age groups were determined based on the American education
regarding game-based learning, the date range was restricted from system, with elementary school including K-5 (5e11 years old),
January 1, 2010 to December 31, 2014, and the following keywords middle school as grades 6e8 (12e14 years old), high school being
were used: (“serious game*”) OR (“game-based learning”) OR grades 9e12 (15e18 years old), and higher education including
(“design-based learning”) OR (“educational game*”) OR (“video community college and university (undergraduate and graduate
game*”) OR (“augmented reality”) OR (entertainment game*) OR levels). Adults refer to participants who are no longer in school such
(“mobile game*”) OR (“ubiquitous learning”) OR (“massively multi- as employees in a company.
player online role playing games”) AND (“learning”) OR (“educa-
tion”) OR (“behavior”) OR (“skills”) OR (“21st century skills”). This 3.3.4. Categorization of effect sizes
search resulted in 3118 articles. The conventional criteria were used to categorize the effect sizes
M. Qian, K.R. Clark / Computers in Human Behavior 63 (2016) 50e58 53

reported in the primary studies, which included correlation mea-


sure r, Cohen’s d, and partial eta-squared (h2p). Specifically, ac-
cording to Cohen (1988), a correlation coefficient of 0.10 is small,
0.30 is medium, and 0.50 is large. The corresponding thresholds for
standardized mean difference (i.e., Cohen’s d) are 0.20, 0.50 and
0.80 (Cohen, 1988). For partial eta-squared, the thresholds for small,
moderate and large are 0.01, 0.06 and 0.14 (Cohen, 1988; Miles &
Shevlin, 2001).

4. Results

4.1. General findings

Fig. 1 suggests an overall upward trend in quantitative game- Fig. 2. Twenty first century skills targeted as learning outcomes in GBL studies.
based learning research.
The 137 papers identified for review were diverse with respect
to game genres, participant ages, and learning outcomes. Specif- learning for 21st century skill development ranged from elemen-
ically, participants in these studies covered a wide range of ages. tary school age to adult. The majority of the papers focused on
The majority of the studies investigated higher education (30%), higher education (27%) and middle school (27%), followed by
followed by middle (21%), elementary (20%) and high school (13%) elementary school (20%) and high school (13%) and adults (10%)
age, and adults (9%). Several studies did not specify age of partici- and undisclosed (3%).
pants since the research design surveyed online game communities
(8%). 4.2.3. Learning theories
Various game genres were used in the studies. Most of the pa- Analysis of the 29 studies investigating 21st century skills
pers (50%) used an educational game, and the rest used enter- development using GBL reveals that the majority of the studies
tainment games (25%), mobile augmented reality or mobile games (76%) explicitly referenced at least one established learning theory
(15%), design-based games/tools (7%), and intelligent tutoring sys- in the research design and/or in the game design (Table 1), with
tems, gamification or other digital technologies (4%). constructivism being the most popular one, and a variety of other
A wide variety of learning outcomes were investigated. As every learning theories (e.g., constructionism and flow theory) being
paper discussed multiple learning outcomes, the outcomes are used as foundations for the research design or the game design.
reported as percentages. The majority of the studies included some
behavior(s) as learning objectives (42%). Other outcomes investi-
4.2.4. Game design elements
gated were cognitive (38%), 21st century skills (13%) and skills (7%).
Further analysis of the 29 studies indicates that game design
A total of 29 papers (21%) investigated 21st century skills.
elements were specifically targeted in the choice of game, and most
studies (90%) included more than one game design element.
4.2. Game-based learning and 21st century skills Additionally, half of the studies utilized pre-existing games (video
games, serious games, simulations, augmented reality and design
4.2.1. Learning outcomes focused games), and the rest designed a game specific to their
Twenty-nine papers reported the influence of games on the study. Table 2 displays the distribution of all the game design ele-
development of 21st century skills, with the majority focusing on ments, with collaboration, role playing, narrative, exploration, and
critical thinking skills (Fig. 2). Only one of the articles considered complexity being the most popular ones.
communication as a learning outcome, although it is an essential
21st century skill (Binkley et al., 2014).
4.2.5. Effect sizes
Twenty nine papers investigating the effects of GBL on 21st
4.2.2. Age groups
century skills reported a total of 97 outcomes, with 85% of the re-
Participants’ age in the 29 papers analyzing games-based
sults being significant (i.e., p < 0.05), and roughly one-third (34%)
being associated with medium to large effect sizes (Fig. 3).

4.2.6. Game genres and effect sizes


Table 3 shows very few entertainment game-related studies
investigated 21st century skills as learning outcomes, and most
studies which reported moderate to large effect sizes employed
either educational games or design-based learning. Also, six papers
(21%) used mobile games, yet no effect sizes were reported.

4.2.7. Game-design elements and effect sizes


Additionally, Table 4 displays the relationship between game
design elements implemented in the 29 studies and the practical
significance of the empirical findings. Collaboration, competition,
complexity, exploration and discovery, role play, self-expression
and interactivity tended to be associated with moderate or large
effect sizes.
An in-depth examination of a total of 13 studies which reported
Fig. 1. Number of quantitative GBL studies by year. both significant results and effect sizes reveals that these studies
54 M. Qian, K.R. Clark / Computers in Human Behavior 63 (2016) 50e58

Table 1
Learning theories implemented in game-based learning studies.

Learning theory Count of Study


Papers

Constructivism 13 Ahmed and Parsons (2013); Barzilai and Blau (2014); Chang, Chen, and Hsu (2011); Charitonos, Blake, Scanlon, and Jones
(2012); Chiang, Yang, and Hwang (2014); H€ ama €la
€inen and Oksanen (2012); Hou and Li (2014); Lan, Tsai, Yang, and Hung
(2012); Robertson (2012); Vos, van der Meijden, and Denessen (2011); Yang and Wu (2012a); Yang (2012b); Yang and Chang
(2013)
Constructionism 4 Akcaoglu and Koehler (2014); Ke (2014); Hou and Li (2014); Liu, Cheng, and Huang (2011)
Activity theory 2 Dzeng, Lin, and Wang (2014); Ryu and Parsons (2012)
Experiential & generative 2 Ranchhod, Gura u, Loukis, and Trivedi (2014); Pasin and Giroux (2011)
learning
Flow theory 2 Hou and Li (2014); Ryu and Parsons (2012)
Cognitive theory 1 Johnson and Mayer (2010)
Narrative centered learning 1 Lester et al. (2014)
Scientific discovery as duel 1 Lazonder, Hagemans, and de Jong (2010)
search model
Situated learning theory 1 Hou and Li (2014)
Uses & gratification theory 1 Reychav and Wu (2014)

Table 2
Game design element implemented in game-based learning study.

Game design Count of Study


element Papers

Collaboration 8 Chiang et al. (2014); Ha€ma€l€ nchez and Olivares (2011); van der
ainen and Oksanen (2012); Lan et al. (2012); Ryu and Parsons (2012); Sa
Meij, Albers, and Leemkuil (2011); Vos et al. (2011); Yang (2012b)
Role Playing 7 Dzeng et al. (2014); Ha€ma€la
€inen and Oksanen (2012); Howland and Good (2015); Robertson (2012); Vos et al. (2011); van der Spek and
van Oostendorp (2013); Yang and Chang (2013)
Exploration 6 Ahmed and Parsons (2013); Chiang et al. (2014); Ke (2014); Lazonder et al. (2010); Ryu and Parsons (2012); Yang (2012b)
Narrative 6 Howland and Good (2015); Hou and Li (2014); Ke (2014); Lester et al. (2014); Robertson (2012); Yang and Chang (2013)
Complexity 5 Akcaoglu and Koehler (2014); Lester et al. (2014); Pasin and Giroux (2011); Ranchhod et al. (2014); Yang and Chang (2013)
Competition 4 Johnson and Mayer (2010); Ranchhod et al. (2014); Vos et al. (2011); Yang (2012b)
Strategy 4 Barzilai and Blau (2014); Hamlen (2012); Liu et al. (2011); van der Meij et al. (2011)
Challenge 3 Hou and Li (2014); Johnson and Mayer (2010); Liu et al. (2011)
Clear goals 3 Hou and Li (2014); Johnson and Mayer (2010); Ryu and Parsons (2012)
Communication 3 Ahmed and Parsons (2013); Charitonos et al. (2012); Lan et al. (2012)
Discovery 3 Chiang et al. (2014); Lazonder et al. (2010); Yang (2012b)
Immediate 3 Chang, Wu, Weng, and Sung (2012); Dzeng et al. (2014); Pasin and Giroux (2011)
feedback
Augmented 2 Chang et al. (2011); Chiang et al. (2014)
reality
Control 2 Yang and Chang (2013); Yang and Wu (2012a)
Interactivity 2 Lester et al. (2014); Vos et al. (2011)
Low stakes 2 Liu et al. (2011); Yang (2012b)
failure
Realism 2 Pasin and Giroux (2011); Ranchhod et al. (2014)
Rules 2 Hou and Li (2014); Johnson and Mayer (2010)
Scaffolds 2 Barzilai and Blau (2014); Liu et al. (2011)
Self-expression 2 Akcaoglu and Koehler (2014); Yang and Wu (2012a)
Curiosity 1 Yen and Lee (2011)
Explanation 1 Ryu and Parsons (2012)
Immersion 1 nchez and Olivares (2011)
Sa
Rewards 1 Chang et al. (2012)
Scripted game 1 H€
am€ €inen and Oksanen (2012)
ala
play
Social 1 Charitonos et al. (2012)
Surprise 1 van der Spek and van Oostendorp (2013)
Uncertainty 1 van der Spek and van Oostendorp (2013)

focused on GBL and critical thinking skills (e.g., Akcaoglu & Koehler, study was founded in constructivism theory and focused on game
2014; Vos et al., 2011; Yang & Chang, 2013; Yang & Wu, 2012a; design elements of role playing, interactivity, collaboration and
Yang, 2012b), and rarely targeted other 21st century skills such as competition. Students designing their own games were signifi-
creativity and collaboration as learning outcomes. cantly more interested (Cohen’s d ¼ 1.09) and exhibited deeper
For example, Yang (2012b) used an entertainment game to strategy formation (Cohen’s d ¼ 1.07) than students who only
investigate the effectiveness of GBL with an emphasis on played the game. Students in the design group also expressed
constructivism learning theory and five game design elements (i.e., significantly higher perception of competence than the play only
exploration, discovery, competition, collaboration, and low stakes groups (Cohen’s d ¼ 0.35).
failure). Results found that playing the game significantly improved Another design-based learning study, also founded in social
participants’ problem solving skills (partial ƞ2 ¼ 0.14). constructivism theory, focused on game design elements of control,
Vos et al. (2011) compared design-based learning and GBL. The narrative, role playing and complexity. This study found game play
M. Qian, K.R. Clark / Computers in Human Behavior 63 (2016) 50e58 55

5. Discussion

The current review focused on positive impacts of game-based


learning on the development of 21st century skills. Our initial
search returned 3118 peer-reviewed journal articles, and Fig. 1
suggests that there is an increasing interest in digital media and
games for learning.
In the end, 137 papers met our inclusion criteria and were
selected for this review. These studies were diverse in terms of
learning outcomes, game genres and participants’ ages, reflecting
the wide range of interests in games for learning. But as expected,
the most frequently occurring outcomes were still behaviors and
attitudes (42%) as well as cognitive gains (38%). The most frequently
used game genre was educational (e.g. serious games, simulations,
educational, edutainment) (50%), and a relatively small proportion
of the studies employed entertainment games (25%) or mobile
games (15%), although the latter remains very popular as daily
Fig. 3. Results reported for game-based learning effects on 21st century skills. entertaining activities. In other words, whereas entertainment

Table 3
Effect sizes and game genres.

Game genre Number of Papers Number of results Large effect size Moderate effect size Small effect size
(total ¼ 29) (total ¼ 97) (total ¼ 24) (total ¼ 9) (total ¼ 3)

Education 11 40 7 5 2
Entertainment 4 17 4 0 0
Design Based 8 28 13 4 1
Mobile (AR) 6 12 0 0 0

Table 4
Effect sizes and game design elements implemented in game-based learning studies.

Game design element Large effect sizea (total ¼ 74) Moderate effect sizea (total ¼ 36) Small effect sizea (total ¼ 4)

Challenge 2 2
Collaboration 8 2 1
Competition 10 4 1
Complexity 5 4
Control 3 2
Exploration & Discovery 8
Goals 2 2
Interactivity 4 2 1
Low Stakes Failure 3
Narrative 2 4
Realism 1 2
Role Play 6 5 1
Rules 2 2
Scaffolds 2
Self-Expression 7
Strategy 1 2
Surprise & Uncertainty 1

Note.
a
The total number of effect sizes reported in Table 4 was larger than that was reported in Table 3 because each study involved multiple game design elements.

significantly improved students’ critical thinking skills (partial games are known for its exciting and engaging features (e.g.,
ƞ2 ¼ 0.10), significantly increased their achievement (partial adaptive challenge, player control, and variable rewards) and have
ƞ2 ¼ 0.07), and revealed a significant retention of critical thinking potential to promote meaningful learning (e.g., Anderson, 2011;
skills one month later (partial ƞ2 ¼ 0.18) (Yang & Chang, 2013). Gee, 2007; Squire, 2011), its actual capability of serving as a
Lazonder et al. (2010) designed an educational game based on powerful learning tool still needs further investigation.
Scientific Discovery as Duel Search Model (SDDSM). Game design The age of participants ranged from pre-elementary school
elements were exploration and discovery. Students generated more through adult with the most frequent age group being higher ed-
specific hypotheses when they were given access to domain in- ucation (30%). However, it is encouraging to discover that roughly
formation via help files (Cohen’s d ¼ 1.87 to 2.23). However, par- half of the studies (54%) addressed the effects of GBL concerning
ticipants who had access to domain information performed less elementary, middle or high school students because they are the
exploratory experiments than the group with no access to domain digital generation who have to understand technology and utilize it
information (Cohen’s d ¼ 7.79) (Lazonder et al., 2010). to benefit their lives.
Yet, out of the 137 articles which met our inclusion criteria, only
56 M. Qian, K.R. Clark / Computers in Human Behavior 63 (2016) 50e58

29 studies targeted 21st century skills as outcomes, with 13 adaptive challenge, curiosity, self-expression, discovery, clear goals,
reporting effect sizes. Specifically, while creativity, critical thinking, player control, immersion, collaboration, competition, immediate
collaboration and communication play equally important roles in feedback, variable rewards, and low-stakes to maintain learners’
students’ development, critical thinking skills turned out to be the motivation and keep them actively involved throughout the game
most frequently investigated outcome. Even more surprisingly, (e.g., Anderson, 2011; Gee, 2007; Squire, 2011). Educational games
only one of the 29 studies reported results about communication, can use all of these design elements to engage students and provide
and a few investigated creativity, although creativity, as part of 21st opportunities to develop valued 21st century skills as well
century learning models, has been emphasized in curricular (Anderson, 2011; Csikszentmihalyi, 1990; Gee, 2007; Shute, 2011;
frameworks around the world (e.g., Ananiadou & Claro, 2009; Chan Squire, 2011).
& Yuen, 2014; Pellegrino & Hilton, 2013; Trilling & Fadel, 2009). Another major finding of the present study is that 29 articles
Hence, studies in the future need to explore how games, especially investigating 21st century skills reported 97 outcomes in total.
educational games might foster students’ 21st century skill devel- While the majority of the results (85%) were statistically significant,
opment in terms of communication and creativity. the practical significance of nearly half of the empirical findings
With regard to the age group, a similar pattern was observed. (48%) remains unknown (see Fig. 3). In other words, those studies
Less than one third (27%) of the 29 studies focused on higher ed- have limited practical implications as effect sizes were not
ucation, and the majority (60%) were devoted to elementary, reported.
middle and high school students. This is an exciting finding because Table 3 further suggests that studies which reported medium to
young kids and teenagers constitute the major force whose 21st large effect sizes employed either educational games, entertain-
century skill development will be heavily impacted by technology. ment games, or design-based games. Design-based games seemed
A further review of the 29 articles investigating 21st century to be more effective than educational or entertainment games as 17
outcomes indicates that 22 referenced one or more learning the- out of 28 results were practically significant (see Table 3). In addi-
ories as a theoretical framework. The most commonly referenced tion, six papers (21%) used mobile augmented reality or mobile
theoretical foundations were constructivism and constructionism games. But no effect sizes were reported. Hence, it is hard to
(see Table 1). Both merge nicely with naturalistic game play as evaluate whether mobile games are truly effective or not, although
learning takes place when it is social, active, and situated (e.g., it is getting increasingly popular among students due to the prev-
Vygotsky, 1978). Also, according to Wu et al. (2012b), GBL is more alence of electronic devices such as smart phones, tablets and iPads
likely to yield positive outcomes when learning theories are (e.g., Squire & Dikkers, 2011).
incorporated into the design. Fortunately, the present study shows Table 4 shows that a number of game design elements were
that most of the 29 articles targeting 21st century skills as learning implemented in those GBL studies that reported moderate to large
outcomes did focus on existing learning theories. The challenge for effect sizes. They are collaboration, competition, complexity,
instructional designers is the complex task of designing a game exploration and discovery, role play, self-expression and inter-
with the goal of intentional instruction (Becker, 2007) without activity. Therefore, it is recommended that researchers and prac-
alienating the player by inserting overt academic content or titioners who aim to promote students’ 21st century skill
stressing learning outcomes that do not blend seamlessly with the development using GBL emphasize these game design elements
game mechanics. In other words, maintaining the state of flow is when selecting or creating effective educational games in the
important, but flow theory was only explicitly referenced in two of future.
these studies (i.e., Hou & Li, 2014; Ryu & Parsons, 2012).
As far as game design elements are concerned, games that 5.1. Limitations
present materials in a quiz format or drill and practice format do
not engage learners (e.g., Lester et al., 2014; Ruggiero & Watson, The current review has several limitations. First, quantitative
2014; Squire, 2003), while well-designed games can engage studies instead of qualitative research on the effectiveness of GBL
learners in reflective thinking (Johnson & Mayer, 2010). The ma- were selected as we aimed to analyze both statistical and practical
jority of the 29 papers investigating GBL impacts on 21st century significance of empirical findings. Second, the review focused on
skills employed multiple game-design elements, with collabora- studies that were published in six journals in 2010e2014. Based on
tion, role playing, narrative, exploration, and complexity being the the rapid pace of technology advancement and change, a five year
most popular ones (see Table 2). Therefore, these GBL studies time frame captures recent and advanced technologies and usages.
focused on complex game designs rather than the typical educa- The papers discussed in this literature review provide researchers
tional drill and practice or simple quiz design. and practitioners with great insights concerning the impacts of GBL
Collaboration was the most frequently targeted game design on the development of 21st century skills. However, an extended
element in the 29 papers reporting 21st century skills outcomes review which includes articles published in all the technology-
(see Table 2). Collaboration and competition are game-design ele- related journals might be able to provide additional information.
ments used to engage players in social interactions that lead to
persistence in game play. Well-designed games such as massively 5.2. Conclusion
multiplayer online role-playing games (MMORPGS) pose various
challenges that encourage collaborative problem solving The current review analyzed the impacts of GBL on 21st century
(Steinkuehler, 2008); thereby giving individuals opportunities to skills development in depth and revealed that the effectiveness of
develop 21st century skills. GBL seems to depend on game designs. Specifically, game designs
Role playing was the second most frequently targeted game which feature a blending of established learning theories with
design element in these papers (see Table 2). Role playing in virtual game design elements proven successful in the entertainment
worlds can give the player a sense of identity within the game and game industry are most likely to lead to effective learning. With
effectively enhance students’ real-world competency. Twining regard to game genres, design-based games tend to work better
(2010) suggests that virtual worlds offer role playing experiences than simply having students play educational or entertainment
that engage learners in activities that can be as real as anything games. In summary, the present study indicates there is reason to
experienced in a physical classroom. be optimistic about the potential of using a game-based learning
Entertainment games capitalize on design elements such as approach to promote 21st century skill development in the future,
M. Qian, K.R. Clark / Computers in Human Behavior 63 (2016) 50e58 57

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