Sousa Carla, Rye Sara, Sousa Micael, Torres Pedro Juan, Perim Claudilene, Mansuklal Shivani Atul, Ennami Firdaous
Lusófona University, CICANT, Lisbon, Portugal.
LSBU, London Center for Business and Entrepreneurship Research, London, United Kingdom.
Front Psychol. 2023 Jun 2;14:1160591. doi: 10.3389/fpsyg.2023.1160591. eCollection 2023.
The unique characteristics of games have led scientific research to increasingly focus on their potential role in learning processes. Currently, their effectiveness in fostering experiential learning and skill acquisition in several areas is already supported by the existing evidence, mainly about the potential of digital games. Paradoxically, the current post-digital era seems to have led to a growing popularity of analog games. The present Systematic Literature Review aimed to map the existing literature on the potential of board, tabletop, or other analog games in learning processes. It intended to systematize the contemporary state of the art (2012-2022) around the pedagogical role of these games, their effectiveness, the promoted learning outcomes, the methodological aspects of the interventions, the used games-including mechanics and other characteristics-and the current discussions around inclusion and accessibility in analog game-based learning. Adopting the PRISMA methodology, we searched ACM Digital Library, EBSCO, ERIC, Scopus-Elsevier, and Web of Science databases, as well as other peer-reviewed "grey literature" sources. The search resulted in an initial sample of 2,741 articles that was then screened by inclusion and exclusion criteria previously defined according to the research objectives. We obtained a final sample of 45 articles. To formulate the mapping of existing research, these studies were analyzed using a combination of statistical, content, and critical analysis procedures. The obtained results support the role of board, tabletop, and other analog games in educational contexts-based on their educational potential-with a broad range of knowledge, cognitive, and psychological outcomes. The study also emphasized the relevance of these games in the promotion of soft skills and other aspects typically associated with meaningful learning, such as engagement, satisfaction, flexibility, and freedom of experimentation. However, important limitations were found in a fair amount of the pedagogical approaches studied, which can be mostly attributed to the low prevalence of modern board games that relate what is intended to be learned to aspects of game design and have little to no consideration of accessibility and inclusion aspects in these studies.
游戏的独特特性促使科学研究越来越关注其在学习过程中的潜在作用。目前,现有证据已经证实了它们在促进多个领域的体验式学习和技能获取方面的有效性,主要是关于数字游戏的潜力。矛盾的是,当前的后数字时代似乎导致了实体游戏越来越受欢迎。本系统文献综述旨在梳理关于棋盘游戏、桌面游戏或其他实体游戏在学习过程中的潜力的现有文献。它旨在围绕这些游戏的教学作用、有效性、促进的学习成果、干预措施的方法学方面、所使用的游戏(包括机制和其他特性)以及当前围绕基于实体游戏的学习中的包容性和可及性的讨论,对当代技术水平(2012 - 2022年)进行系统化梳理。采用PRISMA方法,我们搜索了ACM数字图书馆、EBSCO、ERIC、Scopus - 爱思唯尔以及科学网数据库,以及其他经过同行评审的“灰色文献”来源。搜索得到了2741篇文章的初始样本,然后根据先前根据研究目标定义的纳入和排除标准进行筛选。我们获得了45篇文章的最终样本。为了制定现有研究的图谱,使用统计、内容和批判性分析程序相结合的方法对这些研究进行了分析。所得结果支持棋盘游戏、桌面游戏和其他实体游戏在教育环境中的作用——基于它们的教育潜力——具有广泛的知识、认知和心理成果。该研究还强调了这些游戏在促进软技能以及其他通常与有意义学习相关的方面(如参与度、满意度、灵活性和实验自由度)方面的相关性。然而,在所研究的相当一部分教学方法中发现了重要局限性,这主要可归因于现代棋盘游戏的普及率较低,这些游戏没有将预期学习的内容与游戏设计方面联系起来,并且在这些研究中几乎没有考虑可及性和包容性方面。