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
Abstract
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.
Citation
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 August 5, 2024 from https://www.learntechlib.org/primary/p/39329/.
© 2014 Association for the Advancement of Computing in Education (AACE)
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