A synthesis on digital games in education: What the research literature says from 2000 to 2010 ARTICLE
Albert Ritzhaupt, Nathaniel Poling, Christopher Frey, Margeaux Johnson, University of Florida, United States
Journal of Interactive Learning Research Volume 25, Number 2, ISSN 1093-023X Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
This research reports the results of a literature synthesis conducted on digital gaming in education research literature. Seventy-three digital gaming research articles in education were identified through a systematic literature search and were coded across several relevant criteria. Our research indicates trends and patterns from empirical studies on digital gaming in education from 2000 to 2010. Most research literature appears in the context of K-12 and higher education, and most literature appears to rely on experimental methods of research. The results show a steady increase in the number of publications related to digital gaming in education being published since 2004. The results also demonstrate that literature in digital gaming in education lacks completeness in reporting vital information, such as treatment intensity and duration, gaming platforms, or the number of players in a game. The missing information is vital in understanding the scope and direction of digital gaming research in education. Recommendations for future research are provided.
Ritzhaupt, A., Poling, N., Frey, C. & Johnson, M. (2014). A synthesis on digital games in education: What the research literature says from 2000 to 2010. Journal of Interactive Learning Research, 25(2), 261-280. Waynesville, NC: Association for the Advancement of Computing in Education (AACE). Retrieved November 12, 2018 from https://www.learntechlib.org/primary/p/39329/.
© 2014 Association for the Advancement of Computing in Education (AACE)
- Berge, Z. L. & Mrozowski, S. (2001). Review of research in distance education, 1990 to 1999. American Journal of Distance Education, 15(3), 15-19.
- Clark, R. E. (1983). Reconsidering research on learning from media. Review of Educational Research, 53(4), 445 – 459.
- Emes, C.E. (1997). Is Mr. Pac Man eating our children? A review of the effect of video games on children. Canadian Journal of Psychiatry, 42(4), 409-414. Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation and Gaming, 33(4), 441-469.
- Gee, J. P. (2004). Situated language and learning: A critique of traditional schooling psychology press.
- Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20.
- Hays, R.T. (2005). The effectiveness of instructional games: A literature review and discussion. Retrieved october 1, 2011, from http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA441935&Location=U2&doc=GetTRDoc.pdf
- Ke, F. (2008). Computer games application within alternative classroom goal structures: cognitive, metacognitive, and affective evaluation. Educational Technology Research and Development, 56(5-6), 539–556.
- Kirriemuir, J., & McFarlane, A. (2004). Literature review in games and learning. NestA Futurelab series. Bristol: NestA Futrelab.
- Kozma, R. B. (1991). Learning with media. Review of Educational Research, 61(2), 179 - 211.
- Mitchell, A., & Savill-smith, C. (2004). The use of computer and video games for learning: A review of the literature lsDA.
- Prensky, M. (2001a). Digital game based learning. New york: Mcgraw-hill. Prensky, M. (2001b). Digital natives, digital immigrants part 1. On the Horizon, 9(5), 1-6.
- Prensky, M. (2003). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 21.
- Randel, J.M., Morris, B., Wetzel, C., & Whitehill, B. (1992). The effectiveness of games for educational purposes: A review of recent research. Simulation & Gaming, 23(3), 261.
- Ritzhaupt, A. D. (2009). Creating a game development course with limited resources: An evaluation study. ACM Transactions on Computing Education, 9(1), 1-16.
- Searson, M., Monty Jones, W., & Wold, K. (2011). Editorial: reimagining schools: the potential of virtual education. British Journal of Educational Technology, 42(3), 363-371.
- Squire, K. (2002). Cultural framing of computer/video games. Game Studies, 2(1), 1-7.
- Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8), 19.
These references have been extracted automatically and may have some errors. If you see a mistake in the references above, please contact email@example.com.