Research Review

Author:

Svingby Gunilla1,Nilsson Elisabet M.1

Affiliation:

1. Malmö University, Sweden

Abstract

The interest for game-based learning is growing among science educators. A range of research reviews have been published regarding the educational potentials of using computer games as a tool for learning and mediation, but on a general level. This research review focuses on empirical studies conducted on computer game play specifically used to enhance science learning. 50 publications published during the last decade were found that met the criteria of presenting empirical data from students using games for learning science in school contexts. The studies are reviewed and analysed according to: type of game, research design, research interests and research methodology, school subject and content, number and age of students, time spent on the intervention, gender, and teacher roles. The scope and quality of the studies are also discussed.

Publisher

IGI Global

Reference97 articles.

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2. Aitkin, A. L. (2004). Playing at reality: Exploring the potential of the digital game as a medium for science communication. Unpublished doctoral dissertation, Faculty of Science, The Australian National University.

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4. Barab, S., Ingram-Goble, A., & Warren, S. (2009). Conceptual Play Spaces. In Ferdig, R. E. (Ed.), Handbook of Research on Effective Electronic Gaming in Education. Hershey, PA: IGI Global publications.

5. Situationally embodied curriculum: Relating formalisms and contexts

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