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The effectiveness of DGBL varies across the studies done over the years. In a metaanalysis done by Kebritchi, Hirumi and Bai (2010) across 16 studies, only nine of the studies
displayed the effectiveness of educational games. Despite the varying results across the
studies, learners showed a more positive learning attitude towards DGBL as compared to
traditional methods. Similar results was present in a recent study conducted by Hung et al.
(2014) whereby the results failed to show the effectiveness of DGBL over traditional
methods. Despite this, the results showed students that underwent DGBL showed a higher
improvement in their self efficacy in learning the topic. This improvement in self-belief
shows the potential in making progress in learning the topic in the future, suggesting that
DGBL should not be overlooked and further research still needed to be done on it.
All in all, DGBL have shown that it is effective and important in a students learning.
It provides students with an alternative platform for learning with its ability to engage and
motivate students, showing enhancement in classroom teaching overall. Although DGBL
failed to show its effectiveness as compared to traditional methods, the results suggests that it
is worth further researching on implementing DGBL. Future research may look into the long
term effects of using DGBL in areas such as application of content and knowledge retention,
and eventually scrutinizing into the factors that makes an effective game for DGBL.
References
Anderson JL, Barnett M. 2013. Learning physics with digital game simulations in middle
school science. Journal of Science Education and Technology. 22:914-926.
Annetta, LA, Minogue J, Holmes SY, Cheng MT. 2009. Investigating the impact of video
games on high school students engagement and learning about genetics. Computers
and Education, 53(1):7485.