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Zhao, Jingjie; Zhou, Kaiyuan; Ding, Yi – Asia-Pacific Education Researcher, 2022
Applying digital games (DG) in medical education and learning is increasing. The purpose of this meta-analysis was to determine the effectiveness of DG compared with other methods in terms of improving knowledge or satisfaction of learners in the medical field. An extensive search of publications dated between 2010 and 2020 was carried out through…
Descriptors: Game Based Learning, Medical Education, Instructional Effectiveness, Student Satisfaction
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Poole, Frederick; Clarke-Midura, Jody – International Journal of Game-Based Learning, 2020
This systematic review presents a definition for digital games within the second/foreign language (L2) learning research field. This definition is used to identify games used in research in the last five years (2012-2017). Forty-nine studies were identified and then summarized by type of research, game genre employed, age, and size of sample…
Descriptors: Literature Reviews, Computer Games, Video Games, Second Language Learning
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Harris, Nicolette; Welch Bacon, Cailee E. – Athletic Training Education Journal, 2019
Objective: To systematically review current literature to determine whether active learning is more successful than passive learning at producing cognitive skills in health care professions students. Data Sources: An electronic search was conducted in 4 databases: EBSCO-CINAHL, EBSCO-Sport Discus, Educational Resources Information Center, and…
Descriptors: Active Learning, Cognitive Ability, Retention (Psychology), Blended Learning
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Peterson, Mark – Computer Assisted Language Learning, 2016
Contemporary CALL research reflects renewed interest in digital games. One aspect of this phenomenon namely, use of massively multiplayer online role-playing games (MMORPGs), has expanded significantly, highlighting the need for a review. This paper analyzes findings from 10 learner-based studies that draw on accounts of SLA informed by cognitive…
Descriptors: Computer Assisted Instruction, Second Language Instruction, Second Language Learning, Computer Games
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Martinez-Garza, Mario; Clark, Douglas B.; Nelson, Brian C. – Studies in Science Education, 2013
This review synthesises research on digital games and science learning as it supports the goals for science proficiency outlined in the report by the US National Research Council on science education reform. The review is organised in terms of these research-based goals for science proficiency in light of their alignment with current science…
Descriptors: Computer Games, Video Games, Science Education, Science Achievement
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Biagi, Federico; Loi, Massimo – European Journal of Education, 2013
Based on PISA 2009 data, this article studies the relationship between students' computer use and their achievement in reading, mathematics and science in 23 countries. After having categorised computer use into a set of different activities according to the skills they involve, we correlate students' PISA test-scores with an index capturing the…
Descriptors: Science Achievement, Achievement Rating, Reading Achievement, Mathematics Achievement