Serious games in science education: a systematic literature

Q1 Computer Science Virtual Reality Intelligent Hardware Pub Date : 2022-06-01 DOI:10.1016/j.vrih.2022.02.001
Mohib Ullah , Sareer Ul Amin , Muhammad Munsif , Muhammad Mudassar Yamin , Utkurbek Safaev , Habib Khan , Salman Khan , Habib Ullah
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引用次数: 20

Abstract

Teaching science through computer games, simulations, and artificial intelligence (AI) is an increasingly active research field. To this end, we conducted a systematic literature review on serious games for science education to reveal research trends and patterns. We discussed the role of virtual reality (VR), AI, and augmented reality (AR) games in teaching science subjects like physics. Specifically, we covered the research spanning between 2011 and 2021, investigated country-wise concentration and most common evaluation methods, and discussed the positive and negative aspects of serious games in science education in particular and attitudes towards the use of serious games in education in general.

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科学教育中的严肃游戏。系统文献综述
通过电脑游戏、模拟和人工智能(AI)进行科学教学是一个日益活跃的研究领域。为此,我们对严肃游戏在科学教育中的应用进行了系统的文献综述,以揭示研究趋势和模式。我们讨论了虚拟现实(VR)、人工智能(AI)和增强现实(AR)游戏在物理等科学学科教学中的作用。具体来说,我们涵盖了2011年至2021年间的研究,调查了国家集中度和最常见的评估方法,并讨论了严肃游戏在科学教育中的积极和消极方面,以及对在教育中使用严肃游戏的态度。
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来源期刊
Virtual Reality  Intelligent Hardware
Virtual Reality Intelligent Hardware Computer Science-Computer Graphics and Computer-Aided Design
CiteScore
6.40
自引率
0.00%
发文量
35
审稿时长
12 weeks
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