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dc.creatorSousa, Carla-
dc.creatorCosta, Conceição-
dc.date2018-09-17-
dc.date.accessioned2022-03-17T17:43:47Z-
dc.date.available2022-03-17T17:43:47Z-
dc.identifierhttps://revistas.ulusofona.pt/index.php/rleducacao/article/view/6449-
dc.identifier.urihttp://biblioteca-repositorio.clacso.edu.ar/handle/CLACSO/47902-
dc.descriptionThe potential of videogames in learning has been increasingly studied, documented and sustained. The present study aims to summarize quantitative results from digital Game-Based Learning (GBL) strategies, through a Systematic Review of Literature with Meta-analysis study, framing conclusions about the effectiveness of the use of videogames as a learning strategy in several contexts. Through a systematic search in scientific databases and researchers’ social networks (Ebsco, ACM, PubMed and ResearchGate), 68 papers were obtained. A screening process, based on inclusion criteria, such as the use of Randomized Controlled Trials (RCTs), digital GBL strategies and measures to evaluate concrete learning gains, resulted in a final sample of 14 experimental studies. Data was gathered and analyzed using two different matrices, and softwares (SPSS and CMA). Considering a joint sample of 1685 subjects, it is possible to mention that digital GBL strategies have shown larger effect-sizes than traditional approaches, namely expository, allowing larger and more effective learning outcomes. This study arises in the context of GamiLearning project, an action-research project, aiming to develop critical and participatory dimensions of media literacy in young people, from 9 to 12 years, through collaborative learning experiences with digital games. Keywords: meta-analysis; videogame-based learning; learning; education.pt-PT
dc.formatapplication/pdf-
dc.languageeng-
dc.publisherEdições Universitárias Lusófonaspt-PT
dc.relationhttps://revistas.ulusofona.pt/index.php/rleducacao/article/view/6449/3918-
dc.rightsDireitos de Autor (c) 2018 Revista Lusófona de Educaçãopt-PT
dc.sourceRevista Lusófona de Educação; v. 40 n. 40 (2018): REVISTA LUSÓFONA DE EDUCAÇÃOpt-PT
dc.source1646-401X-
dc.source1645-7250-
dc.titleVideogames as a learning tool: is game-based learning more effective?pt-PT
dc.typeinfo:eu-repo/semantics/article-
dc.typeinfo:eu-repo/semantics/publishedVersion-
Aparece en las colecciones: Centro de Estudos Interdisciplinares em Educação e Desenvolvimento da Universidade Lusófona de Humanidades e Tecnologia - CeiED/ULHT - Cosecha

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