Researching Game-Based Learning: A Brief Synthesis Project

Jenifer Jenson, Suzanne De Castell
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Abstract

The purpose of this research synthesis project is to survey existing digital game-based learning (DGBL) research in order to generate preliminary categories that articulate analytically distinguishable cognitive competencies. These include orientations, attitudes, interactions, and dispositions that enable cognitive development through playing games. We compile an initial literature scan, limiting the language to English, then search via keyword “game-based learning” through the following educational research databases: Eric, Education Source, Communication & Mass Media Complete, Education Index Retrospective, and Teach Reference Center. This returned over 1,500 results, which we refined by filtering out papers focused on gamification, those researching populations outside of educational contexts (e.g., private business and healthcare), systematic and scoping reviews, and papers published before 2010. This focused the results closer to 1,300 papers, which we divided into two categories, research focused on learning ecologies, and research using “motivation” in its key words and/or abstract. One clear and unexpected result was the way in which DGBL research inconsistently discusses motivation, and how it mainly seems to be used as a catch-all for measuring GBL outcomes. This brief synthesis reveals that much more attention needs to be paid to whether and how potentially pat constructs like motivation are being deployed in GBL studies.
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研究基于游戏的学习:一个简短的综合项目
本研究综合项目的目的是调查现有的基于数字游戏的学习(DGBL)研究,以生成能够清晰表达可分析区分的认知能力的初步类别。这些因素包括通过玩游戏实现认知发展的方向、态度、互动和性格。我们编制了一个初步的文献扫描,将语言限制为英语,然后通过关键字“基于游戏的学习”在以下教育研究数据库中进行搜索:Eric, Education Source, Communication &大众传媒完整,教育索引回顾,和教学参考中心。这将返回超过1500个结果,我们通过过滤那些专注于游戏化的论文,那些研究教育背景之外的人群的论文(例如,私营企业和医疗保健),系统和范围审查以及2010年之前发表的论文来优化这些结果。这集中了近1300篇论文的结果,我们将其分为两类,一类是专注于学习生态学的研究,另一类是在关键词和/或摘要中使用“动机”的研究。一个清晰而意外的结果是,DGBL研究不一致地讨论动机的方式,以及它主要是如何被用作衡量GBL结果的包揽一切的。这一简短的综合表明,需要更多地关注像动机这样的部分结构是否以及如何在GBL研究中被部署。
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