A Meta-Analysis of Use of Serious Games in Education over a Decade
Table 1
A summary of influencing factors, positive and negative findings.
Items
Findings
Influencing factors
(1) Perceived usefulness of the game and the interaction of students with colleagues [4]; (2) Goals and ease of use [5]; (3) Relationships between learning attributes and gaming mechanics [6]; (4) Backstory and production, realism, artificial intelligence and adaptivity, interaction, and feedback and debriefing [7]; (5) Gaming easiness and instruction [8]; Surprises [9, 10]; (6) Instructional content, game dimensions, game cycle, debriefing, perceived educational value, transfer of learnt skills and intrinsic motivation [11]; (7) Types of serious games and age of learners [1]; (8) Games with different features [12].
Positive findings
Serious games were reported effective to: (1) facilitate learners' holistic understanding of scientific conceptions [7], (2) obtain cognitive abilities, (3) increase positive affect of learning and improve teaching in the sciences [14], (4) provide flexible learning [15], (5) improve learning outcomes [16], (6) facilitate socio-cultural learning in terms of cognitive and motivational effects [21] and team opinions [17], (7) improve cross cultural communication competence [11], (8) improve script collaboration based professional learning and learner satisfaction [18].
Negative findings
(1) The nature of serious games negatively influenced the relationship between mental workload and learning effect [22]. (2) No significant differences in in-depth learning were found among learners [23]. (3) Some serious games aggravated the mental workload and decreased the learning effectiveness [24].