科研成果详情

题名A systematic literature review to identify empirical evidence on the use of computer games in business education and training
作者
发表日期2016
会议名称10th European Conference on Games Based Learning, ECGBL 2016
会议录名称Proceedings of the European Conference on Games-based Learning
ISSN2049-0992
卷号2016-January
页码232-239
会议日期6-7 Oct 2016
会议地点Paisley
摘要

Over the past decade, serious games are being widely used in a range of different contexts, including in business. Serious games can support the development of a number of different skills, enhance motivation, increase interest in subject matter and are reputed to be an effective learning tool. Regarding computer games and their conflicting impact on learners, it is difficult to draw out any conclusions with regards to the achievement of leaning outcomes. The primary concern associated with games-based learning in business is the lack of empirical evidence to support the approaches validity. This paper presents the findings of a systematic literature review performed from 2005 to 2014 to investigate potential positive impacts of computer games in business on users aged 18 years or above, especially with respect to learning outcomes and engagement. A diverse range of studies were identified that examined the variety of learning in computer games including affective/motivational outcomes, behaviour change, knowledge acquisition and content understanding, motor skills, perceptual and cognitive skills, physiological outcomes and soft/social skill outcomes. The search identified eighty-two papers reporting empirical evidence about the positive impacts and learning outcomes of digital games. The most frequently occurring outcomes were knowledge acquisition/content understanding, followed by various learning outcomes and perceptual and cognitive skills. The most popular platform for delivery games was the PC. Simulation was by far the most popular genre, followed by online game and role playing. The majority of studies utilised survey designs followed by quasi-experimental designs. Moreover, the measures used in the studies are discussed to develop a more coherent understanding of learning in computer games, together with analysing the findings and recommendations for using digital games for learning.

关键词Business games Empirical evidence Learning outcomes Motivation Systematic literature review
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收录类别CPCI-S ; CPCI-SSH
语种英语English
WOS研究方向Computer Science ; Education & Educational Research
WOS类目Computer Science, Interdisciplinary Applications ; Education & Educational Research
WOS记录号WOS:000389514500030
Scopus入藏号2-s2.0-84996868060
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被引频次:13[WOS]   [WOS记录]     [WOS相关记录]
文献类型会议论文
条目标识符https://repository.uic.edu.cn/handle/39GCC9TT/13695
专题个人在本单位外知识产出
文化与创意学院
作者单位
The University of the West of Scotland,United Kingdom
推荐引用方式
GB/T 7714
Fu, Kun,Hainey, Thomas,Baxter, Gavin. A systematic literature review to identify empirical evidence on the use of computer games in business education and training[C], 2016: 232-239.
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