Serious Games: Games That Educate, Train, and Inform
Serious Games: Games That Educate, Train, and Inform
A gameplay definition through videogame classification
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
Human Factors in Ergonomics & Manufacturing
Knowledge Networks: The Social Software Perspective
Knowledge Networks: The Social Software Perspective
School Innovative Management Model and Strategies: The Perspective of Organizational Learning
Information Systems Management
Review: Engagement in digital entertainment games: A systematic review
Computers in Human Behavior
A systematic literature review of empirical evidence on computer games and serious games
Computers & Education
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This paper presents the results of a literature search and review focused on the integration of digital games into educational processes, specifically in primary schools. It briefly analyses around 78 papers reporting research carried out in a range of different countries and with a variety of educational objectives. The study confirms the increasing wealth of scientific studies dealing with game based learning and its implementation in formal educational contexts. This also holds true for primary education, which is at the core of this study. The review reveals that in this sector there is a predominance of papers that could be classified as theoretical or as position papers; only 78 out of more than 700 published papers surveyed actually reported concrete school experiences of any kind. Detailed analysis of this sub-group has highlighted some clues that may prove useful for interpreting the data as a whole and for reflecting on the current and future trends that they may indicate.