You are on page 1of 8

The literature review on the effectiveness of gaming in the classroom is a crucial aspect of academic

research in the field of education. It requires a comprehensive understanding of the existing


literature, critical analysis, and synthesis of various scholarly sources. Crafting a literature review on
this topic demands meticulous attention to detail and a deep dive into a wide range of academic
articles, books, and other relevant sources.

One of the challenges in writing a literature review on the effectiveness of gaming in the classroom is
the vast amount of research available. Sorting through numerous studies, identifying key findings,
and organizing them coherently can be overwhelming for many researchers. Additionally, ensuring
that the review covers all relevant perspectives and provides a balanced analysis adds to the
complexity of the task.

Moreover, interpreting the findings of different studies and drawing meaningful conclusions requires
a high level of analytical skill and expertise in the subject matter. Researchers must critically evaluate
the methodologies used in the studies, consider the limitations of the research, and assess the
implications of the findings for educational practice.

Given the challenges involved in writing a literature review on this topic, many researchers may find
it beneficial to seek assistance from professional academic writing services. ⇒ StudyHub.vip ⇔
offers expert assistance in crafting literature reviews that are thorough, well-organized, and based on
the latest research in the field. By entrusting their literature review to experienced professionals,
researchers can save time and ensure that their work meets the highest academic standards.

In conclusion, writing a literature review on the effectiveness of gaming in the classroom is a


demanding task that requires expertise, critical thinking, and attention to detail. For researchers
seeking assistance in this endeavor, ⇒ StudyHub.vip ⇔ provides a reliable solution to ensure the
quality and effectiveness of their literature review.
In order to address these instructional issues, I have created learning opportunities for my students
that infuse various forms of educational technology into my instruction, including educational
videos, Web 2.O tools, and standards-based games. Student Opportunites The more technology
students use, the eaier using it becomes While gaming is a motivator for many students, there are a
lot of them that do not have any type of gaming chances at home. It was localized into Thai
linguistic communication to function Thai gamers. “This game was an huge success, with the highest
peak Concurrent Users of over 110,600” ( ASIASOFT CORPORATION PUBLIC COMPANY
LIMITED, 2013 ). In total, seventeen (17) studies that used either qualitative, quantitative, or
mixed-methods to collect their data were analysed and were published between 2012 and 2017.
Worlds of Wordcraft incorporated two commercial games into its syllabus: the massively. Tycoon
series were the most common commercial games used by the teachers surveyed. Furthermore, the
current limitations indicate that future GBA research would benefit from the use of bigger data
samples and more specialized algorithms. Based on our results, we discuss current trends in the field
and open challenges (including replication and validation problems), providing recommendations for
the future research agenda of the GBA field. Finally, the fourth section identifies patterns in the
literature and points out opportunities for useful further research. Monkey Ball, a first-person take on
the traditional marble labyrinth, “demonstrates (and. The Virtual Reality (VR) in Gaming market
analysis is provided for the international. Though focused primarily on academic research published
in peer-reviewed journals, the review is supplemented by information available in non-peer-reviewed
studies, unpublished academic papers, news stories and other venues. Lucariello proposed that
existing games “meet the requirements of laboratory tasks” for. Eck, 2006). According to Rice,
complexity is a prerequisite for a game to “address the. This is a review of the literature concerning
the use of commercial video and. Exploration is merely necessary for participants when they merely
want to cognize what others are speaking about. They seek for interesting topographic points and
characteristics in the game. The solution to this knowledge and culture gap is to. Rosas, R.,
Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., Grau, V. SimCity games are
frequently cited as appropriate for. It is an action-adventure game that takes place after God of War
III. Students and professors compared the narrative techniques available to authors working. Lim, C.
P. (2008). Spirit of the game: Empowering students as designers in schools? The first category is
speculative or theoretical literature. However, the notion that games could be an asset rather than an
obstacle to. Part of the problem may be that teachers are reluctant to experiment with games. Van
Eck’s second approach appears to hold out the hope of games that “address. With each passing day,
new software or gadgets are being introduced in the tech market that improves our lives in one way
or another and makes it much more comfortable. However, there is not such a substantial amount of
work exploring the combination of AR with game-based learning (ARGBL). Expand PDF Save
Examining Perceived Value Influence Mobile Game Addiction Seda Y?ld?r?m Psychology,
Computer Science 2020 TLDR It was found that perceived values were significantly related to
mobile game addiction. Carbonaro, M., Cutumisu, M., Duff, H., Gillis, S., Onuczko, C., Siegel, J.,
Schaeffer, J.
E-learners can take advantages of flexible schedule, invaluable source of knowledge. Empire, a
business simulation game, in a Wyoming 8th. Finally, the fourth section identifies patterns in the
literature and points out opportunities for useful further research. Squire, K. D. (2006). From content
to context: Videogames as designed experience. The rising interest in the use of commercial games in
classroom settings has led to. There are some theories and research which able to place different
thought manner which will be apply in this research. It improves one's ability to take in and grasp
things. Educational games are modern learning and training strategies for engaging learners and
stimulate an active learning through a game-like scenario. Teaching Elementary Physical Education.
16 (5), 22-25. Playing games is one of these many things that people do in order to pass the time or.
Morrowind save game files, suggests that proper teacher preparation can save a. The domestication
of smart toys, perceptions and practices of young children. Another, far more ambitious example of
this approach was the freshman college. While historical perspectives on this question are interesting,
this review focuses primarily on literature from the past ten years. However, left side of the
encephalon is able to work as analytical, linguistic communication, logic, critical thought, Numberss,
clip sequencing and logical thinking. The conceptual study model Published in Americas Conference
on Information Systems 2014 A Study of the Influence of Gaming Behavior on Academic
Performance of IT College Students C. Ku M. Kwak K. M. Yurov Y. Yurova Semantic Scholar
Semantic Scholar's Logo Figure 2 of 4 Stay Connected With Semantic Scholar Sign Up What Is
Semantic Scholar. Alternative Assessment Strategies For Complex Problem Solving In Game-Based
L. Civilization III began with a case study using the game in a 9th. Morrowind save game files,
suggests that proper teacher preparation can save a. Jones, S. (2003). Let the games begin: Gaming
technology and entertainment among. Rice, J. W. (2007). New media resistance: Barriers to
implementation of computer video. All that is left for the teacher to do is monitor learning. Literacy
Decline by Controlling the Electronic Demons, Shenkman railed against the fact. Introducing
enjoyable and interactive learning could capture the attention of young learners, hence improving
teaching and learning. Please update your browser in order to use Haiku Deck. Download Free PDF
View PDF International Journal of Engineering Education Development of a Game-Based e-
Learning System with Augmented Reality for Improving Students’ Learning Performance Victor R
L Shen Currently, the school children usually spend a lot of time on the games in their recreational
activities and some of them are even addicted to the games. The need for teachers to know a game
very well before using it in the classroom is. Gee, J. P. (2007). What video games have to teach us
about learning and literacy. New. As a result, educators have lately craved to develop effective
teaching activities that allow the school children to learn some subjects and to play the games
simultaneously. Despite the increase in scholarship focusing on pedagogy and video games in.
Organizer tends to do everything goes swimmingly and absolutely based on their programs. Persons
who rely in this quarter-circle besides like to acquire things done on clip. A Computer-Based Game
That Promotes Mathematics Learning More Than A Conventi. Part of the problem may be that
teachers are reluctant to experiment with games. A Computer-Based Game That Promotes
Mathematics Learning More Than A Conventi. Educational games are modern learning and training
strategies for engaging learners and stimulate an active learning through a game-like scenario. It
allow participants to link and interact with other participants in open-world practical landscapes
filled with a assortment of possible activities. Motivating students is one of the toughest battles we
as educators face. Others dislike competition, but even for those students it is an important element
to adjust too. Monkey Ball, a first-person take on the traditional marble labyrinth, “demonstrates
(and. Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., Grau, V. Students
are able to acquire their knowledge and to foster logical skills via this game-based e-Learning
system. The experiments revealed that the left and right hemispheres of the encephalon were really
working independently from each other. Gaming In Your Classroom Four benefits of using online
games with your students Without much thought, it does not sound like gaming belongs in school.
Analyzer tends to believe logically, analyze facts and procedure Numberss. To browse Academia.edu
and the wider internet faster and more securely, please take a few seconds to upgrade your browser.
One advantage of commercial games is that they tend to be more complex than. Tycoon series were
the most common commercial games used by the teachers surveyed. IT departments can install
games as easily as they can install word processors (Van Eck. In total, seventeen (17) studies that
used either qualitative, quantitative, or mixed-methods to collect their data were analysed and were
published between 2012 and 2017. IT departments can install games as easily as they can install
word processors (Van Eck. Van Eck’s second approach appears to hold out the hope of games that
“address. Jett Hall evaluating Worlds of Wordcraft as a pilot study, or simply discussing the.
Providing teachers with information about games in a way that drastically limits. Engage Students
get students attention with games, yet they will learn. The consequence shows correlativities
between relationship of game and leading manner. Some perceived obstacles to the use of
commercial games in education come up. Introducing enjoyable and interactive learning could
capture the attention of young learners, hence improving teaching and learning. It is merely used to
find thought manners and penchant instead than the psychological science of personality or
behaviour. These are to “have students build games from scratch”. See Full PDF Download PDF See
Full PDF Download PDF Related Papers Augmenting the learning experience in Primary and
Secondary school education: A systematic review of recent trends in augmented reality game-based
learning Dr. Nikolaos Pellas, Panagiotis Fotaris, Ioannis Kazanidis There is a significant body of
research relating to augmented reality (AR) uses for learning in the Primary and the Secondary
education sectors across the globe.
Expand 50 Highly Influential PDF 9 Excerpts Save Video gameplay, personality and academic
performance M. Ventura V. Shute Y. Kim Education, Psychology Comput. Educ. 2012 94 Highly
Influential PDF 6 Excerpts Save A Socio-Cognitive Model of Video Game Usage Doohwang Lee R.
However, the notion that games could be an asset rather than an obstacle to. These factors were
derived from Bartle’s type theory. Photo by leyrlo? 5. Promote Curiosity promot your students to
think and connect Situational gaming allows students the chance to be creative and explore. The
domestication of smart toys, perceptions and practices of young children. Squire, K. D. (2006). From
content to context: Videogames as designed experience. Most games are free of cost to the educator
and can be saved for future use. These skills will be used not only in future jobs but throughout
students' academic careers. Even when no element of game modification is involved, games may still
be used. The second section examines the evidence that commercial games—games created and sold
primarily as entertainment products—have pedagogical advantages over games created by educators.
Students still have to create, explore, explain and think. British Journal of Educational Technology.
39 (6), 996-1003. Though focused primarily on academic research published in peer-reviewed
journals, the review is supplemented by information available in non-peer-reviewed studies,
unpublished academic papers, news stories and other venues. Educational games are modern learning
and training strategies for engaging learners and stimulate an active learning through a game-like
scenario. Gee, J. P. (2007). What video games have to teach us about learning and literacy. New. Lim,
C. P. (2008). Spirit of the game: Empowering students as designers in schools? They normally go in
the wild and out-of the manner topographic points. Read more Literature Review: Commercial
Video Games In Classroom Education 1 of 22 Download Now Download to read offline Ad
Recommended Literature review on the use of video games in humanities education Literature
review on the use of video games in humanities education Max Lieberman Multi-User Virtual
Environment Platforms for English as a Second Language Edu. In most careers, employees will have
to take feedback from co-workers or customers. All of the case studies on the use of commercial
games were generally positive. Schiesel, S. (2007, April 30). P.E. classes turn to video game that
works legs. The New. What the speculative and theoretical academic writers are doing. Analyzer
tends to believe logically, analyze facts and procedure Numberss. They are proud of their repute and
combat accomplishments. Worlds of Wordcraft incorporated two commercial games into its syllabus:
the massively. Expand 142 PDF 1 Excerpt Save Prevalence of Problematic Video Gaming among
Ontario Adolescents N. They focus on moving ( function drama in the game, mission and end ) and
universe ( game environment that makes them accomplish something in the game ). Eck, 2006).
According to Rice, complexity is a prerequisite for a game to “address the. Carbonaro, M., Cutumisu,
M., Duff, H., Gillis, S., Onuczko, C., Siegel, J., Schaeffer, J. This study addresses that topic by
providing a systematic review, which analyses and critically appraises the current state of knowledge
and practice in the use of ARGBL applications in primary education.
The experiments revealed that the left and right hemispheres of the encephalon were really working
independently from each other. It allow participants to link and interact with other participants in
open-world practical landscapes filled with a assortment of possible activities. The paper analyzes
how game concepts and design principles can be applied or adapted to AR, and how AR technology
affordances can be leveraged in order to implement a new class of educational and simulation games.
Students still have to create, explore, explain and think. This restricts the students chances to explore
technology and learn with it. Another issue is the surprising relative scarcity of academic literature
on the. The existing speculative literature on the use of commercial games in classrooms. It improves
one's ability to take in and grasp things. Jones, S. (2003). Let the games begin: Gaming technology
and entertainment among. Literacy Decline by Controlling the Electronic Demons, Shenkman railed
against the fact. Finally, the fourth section identifies patterns in the literature and points out
opportunities for useful further research. Ultimately, sharing with an audience will give them helpful
feedback and a way to showcase their talents, bringing them out of the role of consumer into that of
a creator. As part of this SRL, four sources of information were consulted: IEEE, ACM, Springer,
and Elsevier, from which forty-two primary studies were analyzed that describe educational
initiatives that incorpo. The need for teachers to know a game very well before using it in the
classroom is. This application aims at teaching words by providing models of objects and tests the
progress, resulting in a better learning experience for the user. Whether you're teaching a computer
science class or incorporating game programming into another course curriculum, it's an incredible
way to put the creative elements of design thinking back into education. God of War (2018) was
developed by Santa Monica Studio and published by Sony Interactive Entertainment. III and
Neverwinter Nights should lead teachers and researchers to experiment with more. Playing games is
one of these many things that people do in order to pass the time or. The final and least common
model for integrating commercial games into. Annetta, L. A. (2008). Video games in education: Why
they should be used and how they. Each person has their ain laterality believing penchant hence,
tools to mensurate is needed. This chapter provides a reappraisal of overall construct and theory
among different researches from different writers which are discussed with different subjects as
follow. The research workers besides conduct a study sing gameplay behaviours and leading
behaviours distributed in Thailand to place the game roles which taken by the game participants and
besides to place their leading manners. McLean acknowledges that the senses we feel about the
reason of our ideas has its roots in this system of emotional intelligence ( McLean, 1990 ). Expand
PDF Save Examining Perceived Value Influence Mobile Game Addiction Seda Y?ld?r?m
Psychology, Computer Science 2020 TLDR It was found that perceived values were significantly
related to mobile game addiction. Yee ( 2007 ) has presented surveies focus on ( Massively
Multiplayer Online ) MMO games that involve with participants interact in practical environment ( in
game ) through on-line game character. Students and professors compared the narrative techniques
available to authors working. In the meantime, Haiku Deck is available for Chrome or Safari on your
Mac or Windows Computer. English class “Worlds of Warcraft,” offered in 2007 and 2008 at
Vanderbilt University.
Killing is merely for retaliation upon person who has cause hurting to a friend. James Paul Gee
contends that the profit motive has helped game developers to hone a. Its impact on the mental
health and well-being of players is just beginning to be explored. In his research, he identified
different factor analysis including overarching, non-exclusive, motivations. Ultimately, the question
of whether video games have a place in the classroom is. There is no better motivator for young
people than to channel their interest and a majority of them will be interested in gaming. Grand
Theft Auto game since 2001 would make an excellent object lesson for journalism. This theory
foremost get down off with taxonomy of game participants of MUDs or Multi-User Dungeon which
is the multiplayer on-line game that allow many participants to fall in at the same clip. Although the
“COTS” nomenclature has been adopted by several researchers, I. They will research merely to seek
for new points or hoarded wealth. Literacy Decline by Controlling the Electronic Demons,
Shenkman railed against the fact. While historical perspectives on this question are interesting, this
review focuses primarily on literature from the past ten years. Persons who rely in this quarter-circle
ever care others’ feeling and looks to other people’s values. Shenkman’s focus on video games as
detrimental to literacy, and particularly her. As part of this SRL, four sources of information were
consulted: IEEE, ACM, Springer, and Elsevier, from which forty-two primary studies were analyzed
that describe educational initiatives that incorpo. Finally, each of the laterality quarter-circles will
show Thinking Preference in that individual. Although some teachers and parents resist gaming as a
pastime, there are benefits to integrating video games into the secondary classroom. Proposed
solutions to this dilemma include “lite” versions of commercial games and. The primary drawback
noted of commercial games as tools for classroom. Based on the categories established and our
analysis, the findings suggest that GBAs are mainly used in K-16 education and for assessment
purposes, and that most GBAs focus on assessing STEM content, and cognitive and soft skills. Even
if your students aren't planning to design video games for a living, the skills taught in game
programming are translatable to many careers in technology and business. The popularity of
massively multiplayer on-line role-playing games ( MMORPGs ) makes it really of import to look
into how they impact on gamers’ lives ( Zhong, 2011 ). Pieterse Computer Science, Psychology
Comput. Hum. Behav. 2013 98 PDF 1 Excerpt Save Video Game Genre as a Predictor of Problem
Use Luther Elliott A. It was localized into Thai linguistic communication to function Thai gamers.
“This game was an huge success, with the highest peak Concurrent Users of over 110,600” (
ASIASOFT CORPORATION PUBLIC COMPANY LIMITED, 2013 ). The theory of “digital
nativity” is one of the major arguments for restructuring. The letters A and D represent the
intellectual system, and the letters B and C represent the limbic system ( Herrmann, 1996; Brian,
2011 ) as shown in the figure below and depict subsequently on. Alternative Assessment Strategies
For Complex Problem Solving In Game-Based L. Writers concerned with educational theory
frequently reiterate that games are a good fit. Gros, B. (2007). Digital games in education: The design
of games-based learning. Alternative Assessment Strategies For Complex Problem Solving In Game-
Based L.
Whether you're teaching a computer science class or incorporating game programming into another
course curriculum, it's an incredible way to put the creative elements of design thinking back into
education. The theory of “digital nativity” is one of the major arguments for restructuring. Proposed
solutions to this dilemma include “lite” versions of commercial games and. They involvement in
people over than context of the game itself. Our job as educators is to bring both into their worlds.
Photo by J. Paxon Reyes 4. Less Work teachers have a lot to do, use games to be more efficent Less
work for teachers, that is. According to its efficacy and utilities, this study has assessed and
compared the game-based e-Learning system with the traditional learning and other e-Learning
systems. The experimental results have indicated that the proposed game-based e-Learning system
can outperfor. But for teachers, once the game is decided on, personally understood and created they
are set. The application of Augmented Reality (AR) in the classroom has the potential to improve on
traditional doctrine. IT departments can install games as easily as they can install word processors
(Van Eck. Teaching Elementary Physical Education. 16 (5), 22-25. Hopefully, teachers and
researchers will now apply this body of theory, along with the. Creators must research games to find
an original idea that will be marketable and adaptable to their target audience. This review aims to
lay the groundwork for educators, technology developers, and other stakeholders involved in the
development of literacy programmes for young children by offering new insights with effective
advice and suggestions on how to increase student motivation and improve learning outcomes and
the learning experience by incorporating ARGBL into their teaching. This review aims to offer new
insights to researchers and provide educators with effective advice and suggestions on how to
improve learning outcomes, as well as increase students' motivation and learning performance by
incorporating this instructional model into their teaching. Another apparent trend is the use of a game
to teach skills and subjects that are. Developing a storyline, learning coding, creating designs, and
even game marketing are all involved in the creative process of game development. The study
evaluates how these games may impact motivation (affective learning outcomes) and knowledge gain
(cognitive learning outcomes). This system increases the user’s degree of freedom by connecting with
mobile devices because of the interface's usability, portability and general convenience. Squire, K. D.
(2008). Video games and education: Designing learning systems for an. This blog is designed to
explain the difference between Games in Education and Gamification, and how the use of
educational games can impact the classroom environment, and increase student motivation and
academic achievement. Writers working in this vein tend to outline the potential educational value of
games. In the past ten years, the quantity and quality of scholarship on video games, as. Civilization
III. Unpublished Ph.D., Indiana University. Dindar Education, Psychology Comput. Educ. 2018 66
Save The Relationship between Videogame Use, Deviant Behavior, and Academic Achievement
among a Nationally Representative Sample of High School Seniors in the United States Luis
Concepcion Marilyn Nales-Torres Ana Rodriguez-Zubiaurre Psychology, Education 2017 This study
examined the relationship between video games and academic performance. Poor quality graphics
and unsophisticated interfaces are often. The letters A and D represent the intellectual system, and
the letters B and C represent the limbic system ( Herrmann, 1996; Brian, 2011 ) as shown in the
figure below and depict subsequently on. Gee, J. P. (2007). What video games have to teach us about
learning and literacy. New. This study addresses that topic by providing a systematic review, which
analyses and critically appraises the current state of knowledge and practice in the use of ARGBL
applications in primary education. Student Opportunites The more technology students use, the eaier
using it becomes While gaming is a motivator for many students, there are a lot of them that do not
have any type of gaming chances at home. Poor quality graphics and unsophisticated interfaces are
often.

You might also like