Clark Douglas B, Tanner-Smith Emily E, Killingsworth Stephen S
Vanderbilt University.
Rev Educ Res. 2016 Mar;86(1):79-122. doi: 10.3102/0034654315582065.
In this meta-analysis, we systematically reviewed research on digital games and learning for K-16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust variance estimates to summarize overall effects and explore potential moderator effects. Results from media comparisons indicated that digital games significantly enhanced student learning relative to nongame conditions ([Formula: see text] = 0.33, 95% confidence interval [0.19, 0.48], k = 57, n = 209). Results from value-added comparisons indicated significant learning benefits associated with augmented game designs ([Formula: see text] = 0.34, 95% confidence interval [0.17, 0.51], k = 20, n = 40). Moderator analyses demonstrated that effects varied across various game mechanics characteristics, visual and narrative characteristics, and research quality characteristics. Taken together, the results highlight the affordances of games for learning as well as the key role of design beyond medium.
在这项荟萃分析中,我们系统地回顾了针对K-16学生的数字游戏与学习的研究。我们综合了游戏与非游戏条件的比较(即媒介比较)以及增强型游戏与标准游戏设计的比较(即增值比较)。我们使用具有稳健方差估计的随机效应元回归模型来总结总体效应并探索潜在的调节效应。媒介比较的结果表明,相对于非游戏条件,数字游戏显著提高了学生的学习效果([公式:见正文] = 0.33,95%置信区间[0.19, 0.48],k = 57,n = 209)。增值比较的结果表明,增强型游戏设计带来了显著的学习益处([公式:见正文] = 0.34,95%置信区间[0.17, 0.51],k = 20,n = 40)。调节分析表明,效应在各种游戏机制特征、视觉和叙事特征以及研究质量特征方面存在差异。总体而言,结果突出了游戏在学习方面的优势以及设计(而非媒介)的关键作用。