The effect of games and simulations on higher education: a systematic literature review

Author:

Vlachopoulos Dimitrios,Makri Agoritsa

Funder

Laureate Education Inc.

Publisher

Springer Science and Business Media LLC

Subject

Computer Science Applications,Education

Reference151 articles.

1. Adams, D. M., Pilegard, C., & Mayer, R. E. (2016). Evaluating the cognitive consequences of playing portal for a short duration. Journal of Educational Computing Research, 54(2), 173–195.

2. Ahmad, S. M. S., Fauzi, N. F. M., Hashim, A. A., & Zainon, W. M. N. W. (2013). A study on the effectiveness of computer games in teaching and learning. International Journal of Advanced Studies in Computers, Science and Engineering, 2(1), 1.

3. Aldrich, C. (2009). Virtual worlds, simulations, and games for education: A unifying view. Innovate: Journal of Online Education, 5(5), 1.

4. Anderson, E. F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., & Freitas, S. D. (2009). Serious games in cultural heritage. In M. Ashley & F. Liarokapis (Eds.), VAST 2009: 10th International Symposium on Virtual Reality, Archaeology and Cultural Heritage 22-25 September 2009 (pp. 29–48). St. Julians, Malta: Eurographics Association.

5. Andreu Andrés, M. A., & García Casas, M. (2011). Perceptions of gaming as experiential learning by engineering students. International Journal of Engineering Education, 27(4), 795–804.

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