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Campo DC | Valor | Lengua/Idioma |
---|---|---|
dc.creator | Sousa, Carla | - |
dc.creator | Costa, Conceição | - |
dc.date | 2018-09-17 | - |
dc.date.accessioned | 2022-03-17T17:43:47Z | - |
dc.date.available | 2022-03-17T17:43:47Z | - |
dc.identifier | https://revistas.ulusofona.pt/index.php/rleducacao/article/view/6449 | - |
dc.identifier.uri | http://biblioteca-repositorio.clacso.edu.ar/handle/CLACSO/47902 | - |
dc.description | The 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.format | application/pdf | - |
dc.language | eng | - |
dc.publisher | Edições Universitárias Lusófonas | pt-PT |
dc.relation | https://revistas.ulusofona.pt/index.php/rleducacao/article/view/6449/3918 | - |
dc.rights | Direitos de Autor (c) 2018 Revista Lusófona de Educação | pt-PT |
dc.source | Revista Lusófona de Educação; v. 40 n. 40 (2018): REVISTA LUSÓFONA DE EDUCAÇÃO | pt-PT |
dc.source | 1646-401X | - |
dc.source | 1645-7250 | - |
dc.title | Videogames as a learning tool: is game-based learning more effective? | pt-PT |
dc.type | info:eu-repo/semantics/article | - |
dc.type | info: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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