Affiliation:
1. Institute of Curriculum and Instruction, East China Normal University, Shanghai, People’s Republic of China
2. Department of Special Education and Counselling, The Education University of Hong Kong, Hong Kong, People’s Republic of China
Abstract
As past studies showed mixed results, this meta-analysis determined game-based learning’s overall effect on students’ critical thinking and tested for moderators, using 21 effect sizes from 20 empirical studies of 1,947 participants. The results showed that game-based learning had a significant positive overall effect on students’ critical thinking ( g = 0.863, k = 21) and showed significant heterogeneity among effect sizes. Among game types, role-playing games yielded the largest mean effect size ( g = 1.828, k = 5). The effect size of game-based learning was larger for critical thinking disposition ( g = 1.774, k = 4) than critical thinking skill ( g = 0.661, k = 17). Game-based learning also had a larger effect on students in collectivistic countries ( g = 1.282, k = 10) than those in individualistic countries ( g = 0.432, k = 10). Furthermore, this effect size was larger in later publication years. Lastly, the effect size of game-based learning on critical thinking was larger for studies published in journal articles ( g = 1.154, k = 13) than theses ( g = 0.378, k = 8).
Subject
Computer Science Applications,Education
Cited by
36 articles.
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