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Organizing Implementation Practices in Digital Game-Based Learning Research in STEM Education: A Systematic Review

Sun, April 14, 3:05 to 4:35pm, Philadelphia Marriott Downtown, Floor: Level 4, Franklin 7

Abstract

There are numerous studies reported Digital Game-Based Learning (DGBL) benefitted the students and the classroom in various ways. Despite the hype and potential in DGBL, Dan White, co-founder of Filament Games, stated that approximately 10% of K-12 classroom in the United States using digital-games for learning (Anderson, 2019). Also, there was no clarity whether the result in DGBL studies merely because of the games or other factors, such as implementation (Clark et al., 2016; O'Neil et al., 2005; Sitzmann, 2011). This review confirmed that most studies did not describe sufficiently the implementation process that leave questions why the same games worked at one classroom, but not at the other classroom which ended affecting the replicability in the classroom.

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