Digital Game-based Education: A Meta Analysis

dc.contributor.authorBhuiyan, Touhid
dc.contributor.authorMahmud, Imran
dc.date.accessioned2018-09-11T06:34:15Z
dc.date.accessioned2019-05-27T09:59:26Z
dc.date.available2018-09-11T06:34:15Z
dc.date.available2019-05-27T09:59:26Z
dc.date.issued2015-11-26
dc.description.abstractIn this paper a quantitative meta-analysis by systematically review is designed and the impacts of digital games in education is analyzed. A major purpose of this literature review and meta-analysis are to define/identify policy and practice based on existing studies and also their impact compare to traditional lecture. This meta-analysis is performed to understand how games based learning can affect students’ knowledge and skills. Several provoking conclusions in the terms of “Game-based education” have been derived. This paper investigates the effectiveness of computer-based instructional games which have been emerged from a comparative analysis with 30 instructional gaming studies and are discussed with the support of appropriate tables. This meta-analysis can influence academicians as an earlier step to rethink delivery approach in traditional pedagogy and identification of benefits of digital game in education.
dc.identifier.otherhttp://dspace.daffodilvarsity.edu.bd:8080/handle/20.500.11948/3136
dc.identifier.urihttp://hdl.handle.net/20.500.11948/3136
dc.language.isoen
dc.publisherInternational Conference of Inclusive Innovation and Innovative Management (ICIIIM 2015)
dc.sourceDIU Institutional Repository
dc.subjectDigital games
dc.subjectGame based learning
dc.subjectKnowledge
dc.subjectMeta analysis
dc.subjectSkill
dc.titleDigital Game-based Education: A Meta Analysis
dc.typeArticle

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