TY - JOUR
T1 - Computer gaming and interactive simulations for learning
T2 - A meta-analysis
AU - Vogel, Jennifer J.
AU - Vogel, David S.
AU - Cannon-Bowers, Jan
AU - Bowers, Glint A.
AU - Muse, Kathryn
AU - Wright, Michelle
N1 - Copyright:
Copyright 2018 Elsevier B.V., All rights reserved.
PY - 2006
Y1 - 2006
N2 - Substantial disagreement exists in the literature regarding which educational technology results in the highest cognitive gain for learners. In an attempt to resolve this dispute, we conducted a meta-analysis to decipher which teaching method, games and interactive simulations or traditional, truly dominates and under what circumstances. It was found that across people and situations, games and interactive simulations are more dominant for cognitive gain outcomes. However, consideration of specific moderator variables yielded a more complex picture. For example, males showed no preference while females showed a preference for the game and interactive simulation programs. Also, when students navigated through the programs themselves, there was a significant preference for games and interactive simulations. However, when teachers controlled the programs, no significant advantage was found. Further, when the computer dictated the sequence of the program, results favored those in the traditional teaching method over the games and interactive simulations. These findings are discussed in terms of their implications for exiting theoretical positions as well as future empirical research.
AB - Substantial disagreement exists in the literature regarding which educational technology results in the highest cognitive gain for learners. In an attempt to resolve this dispute, we conducted a meta-analysis to decipher which teaching method, games and interactive simulations or traditional, truly dominates and under what circumstances. It was found that across people and situations, games and interactive simulations are more dominant for cognitive gain outcomes. However, consideration of specific moderator variables yielded a more complex picture. For example, males showed no preference while females showed a preference for the game and interactive simulation programs. Also, when students navigated through the programs themselves, there was a significant preference for games and interactive simulations. However, when teachers controlled the programs, no significant advantage was found. Further, when the computer dictated the sequence of the program, results favored those in the traditional teaching method over the games and interactive simulations. These findings are discussed in terms of their implications for exiting theoretical positions as well as future empirical research.
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U2 - 10.2190/FLHV-K4WA-WPVQ-H0YM
DO - 10.2190/FLHV-K4WA-WPVQ-H0YM
M3 - Article
AN - SCOPUS:33846143172
SN - 0735-6331
VL - 34
SP - 229
EP - 243
JO - Journal of Educational Computing Research
JF - Journal of Educational Computing Research
IS - 3
ER -