This research reports the results of a literature synthesis conducted on digital gaming in education research literature. Seventy-three digital gaming research articles in education were identified through a systematic literature search and were coded across several relevant criteria. Our research indicates trends and patterns from empirical studies on digital gaming in education from 2000 to 2010. Most research literature appears in the context of K-12 and higher education, and most literature appears to rely on experimental methods of research. The results show a steady increase in the number of publications related to digital gaming in education being published since 2004. The results also demonstrate that literature in digital gaming in education lacks completeness in reporting vital information, such as treatment intensity and duration, gaming platforms, or the number of players in a game. The missing information is vital in understanding the scope and direction of digital gaming research in education. Recommendations for future research are provided.
Beschreibung
A synthesis on digital games in education: What the research literature says from 2000 to 2010 - Learning & Technology Library (LearnTechLib)
%0 Journal Article
%1 ritzhaupt2014
%A Ritzhaupt, A. D.
%A Poling, N.
%A Frey, C.
%A Johnson, M.
%D 2014
%J Journal of Interactive Learning Research
%K 2014 games_simulations journal myown
%N 2
%P 261-280
%T A synthesis on digital games in education: What the research literature says from 2000 to 2010
%U https://www.learntechlib.org/p/39329
%V 25
%X This research reports the results of a literature synthesis conducted on digital gaming in education research literature. Seventy-three digital gaming research articles in education were identified through a systematic literature search and were coded across several relevant criteria. Our research indicates trends and patterns from empirical studies on digital gaming in education from 2000 to 2010. Most research literature appears in the context of K-12 and higher education, and most literature appears to rely on experimental methods of research. The results show a steady increase in the number of publications related to digital gaming in education being published since 2004. The results also demonstrate that literature in digital gaming in education lacks completeness in reporting vital information, such as treatment intensity and duration, gaming platforms, or the number of players in a game. The missing information is vital in understanding the scope and direction of digital gaming research in education. Recommendations for future research are provided.
@article{ritzhaupt2014,
abstract = {This research reports the results of a literature synthesis conducted on digital gaming in education research literature. Seventy-three digital gaming research articles in education were identified through a systematic literature search and were coded across several relevant criteria. Our research indicates trends and patterns from empirical studies on digital gaming in education from 2000 to 2010. Most research literature appears in the context of K-12 and higher education, and most literature appears to rely on experimental methods of research. The results show a steady increase in the number of publications related to digital gaming in education being published since 2004. The results also demonstrate that literature in digital gaming in education lacks completeness in reporting vital information, such as treatment intensity and duration, gaming platforms, or the number of players in a game. The missing information is vital in understanding the scope and direction of digital gaming research in education. Recommendations for future research are provided.},
added-at = {2017-03-08T05:13:58.000+0100},
author = {Ritzhaupt, A. D. and Poling, N. and Frey, C. and Johnson, M.},
biburl = {https://www.bibsonomy.org/bibtex/261cfa8f5bfcee55a03d8eddc56d16775/aritzhaupt},
description = {A synthesis on digital games in education: What the research literature says from 2000 to 2010 - Learning & Technology Library (LearnTechLib)},
interhash = {2e47d148e00f5a77a008e16ff1cf6466},
intrahash = {61cfa8f5bfcee55a03d8eddc56d16775},
issn = {1093-023X},
journal = {Journal of Interactive Learning Research},
keywords = {2014 games_simulations journal myown},
number = 2,
pages = {261-280},
timestamp = {2017-03-15T00:04:30.000+0100},
title = {A synthesis on digital games in education: What the research literature says from 2000 to 2010},
url = {https://www.learntechlib.org/p/39329},
volume = 25,
year = 2014
}