How to Evaluate Games in Education: A Literature Review

Giulio Barbero*, Marcello M. Bonsangue, Felienne F.J. Hermans

*Corresponding author for this work

Research output: Chapter in Book / Report / Conference proceedingConference contributionAcademicpeer-review

Abstract

Adding game elements to higher education is an increasingly common practice. As a result, many recent empirical studies focus on studying the effectiveness of gamified or game-based educational experiences. The findings of these studies are very diverse, showing both positive and negative effects, and thus calling for comparative meta-studies. In this paper we review and analyze different studies, aiming to summarise and evaluate controlled experiments conducted within different scientific disciplines. We focus on the clarity of non-experimental conditions’ descriptions and show that in most cases (a) educational methods used in control groups’ activities are poorly described, (b) educational materials used in control groups’ activities are often unclear, and (c) the starting conditions are unclear. We also noticed that studies in the fields of computer science and engineering, in general, report results more clearly than in other fields. Based on the above finding, we conclude with a few recommendations for the execution of future empirical studies of games in education for the sake of allowing a more structured comparison.

Original languageEnglish
Title of host publicationSmart Learning for A Sustainable Society
Subtitle of host publicationProceedings of the 7th International Conference on Smart Learning Environments
EditorsChutiporn Anutariya, Dejian Liu, Kinshuk, Ahmed Tlili, Junfeng Yang, Maiga Chang
PublisherSpringer Science and Business Media Deutschland GmbH
Pages32-41
Number of pages10
ISBN (Electronic)9789819959617
ISBN (Print)9789819959600, 9789819962808
DOIs
Publication statusPublished - 2023
Event7th International Conference on Smart Learning Environments - Bangkok, Thailand
Duration: 31 Aug 20231 Sept 2023

Publication series

NameLecture Notes in Educational Technology
ISSN (Print)2196-4963
ISSN (Electronic)2196-4971
NameI CSLE: International Conference on Smart Learning Environments Conference proceedings info
PublisherSpringer
VolumeICSLE 2023

Conference

Conference7th International Conference on Smart Learning Environments
Country/TerritoryThailand
CityBangkok
Period31/08/231/09/23

Bibliographical note

Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2023.

Keywords

  • Game-based learning
  • Gamification
  • Literature-review

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