研究生: |
賴宛靖 Lai, Wan-Ching |
---|---|
論文名稱: |
數位遊戲學習對學生學習成效影響之後設分析 The Effect of Digital Game-Based Learning on students’ Learning Outcomes: A Meta-Analysis |
指導教授: |
廖遠光
Liao, Yuen-Kuang 劉美慧 Liu, Mei-Hui |
學位類別: |
博士 Doctor |
系所名稱: |
教育學系 Department of Education |
論文出版年: | 2015 |
畢業學年度: | 103 |
語文別: | 英文 |
論文頁數: | 258 |
中文關鍵詞: | DGBL 、數位遊戲式學習 、後設分析 、學習成效 |
英文關鍵詞: | DGBL, digital game-based learning, meta-analysis, learning outcomes |
論文種類: | 學術論文 |
相關次數: | 點閱:230 下載:36 |
分享至: |
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
因為數位原民的概念,數位遊戲被認為是一種有效的學習方式。然而,根據研究顯示,結果卻是眾說紛紜。基於此,本文運用後設分析為研究工具,搜尋了78個資料庫,初步獲得21,502筆摘要,逐步隨著研究步驟篩選,最後獲得96篇符合研究目的及方法之文章,得到11,898樣本數。此96篇研究樣本依研究特性、樣本特性、研究設計特性、研究案特性、數位遊戲種類及數位遊戲特性六個面向探究,並使用29個調節變項檢驗。本研究獲致結論如下:不論是在學業成就、情意或高層次方面,DGBL 均顯著優於Non-DGBL。 學業成就達中度效果量,情意達中度效果量,高層次達高度效果量。調節變項顯著影響學習效果。因此,基於本研究結果,研究者針對現場教師提出六點建議,針對遊戲設計者提出五點建議,針對未來研究者提出五點建議。
It is assumed that Digital Game-Based Learning is effective because the students now are digital natives. However, the results from previous reviews are ambiguous. This study used meta-analysis as research tool, searched on 78 electronic databases and got 21,502 abstracts at first round search. Followed by the research procedure, 96 articles fitted in the inclusion criteria and yielded 11,898 sample sizes. These 96 articles were carefully coded into six categories: sample characteristics, research design characteristics, program characteristics, digital game categories and digital game characteristics, which 29 moderators were examined. The findings are: DGBL is significantly better than Non-DGBL in academic achievement, affective outcomes and higher level thinking. Academic achievement achieved medium effect size level; affective outcomes achieved medium level; higher level thinking achieved large effect level. Moderators significantly affected the effect of learning. Therefore, based on the research, the researcher gave 16 suggestions: six suggestions for educational field teacher; five suggestions for game designers and five suggestions for future researchers.
References
References marked with an asterisk indicate studies included in the meta-analysis.
Abt, C. C. (1975). Serious Games. New York: Viking Compass.
*Adams, D. M., Mayer, R. E., MacNamara, A., Koenig, A., & Wainess, R. (2012).Narrative games for learning: Testing the discovery and narrative hypotheses. Journal of Educational Psychology, 104(1), 235-249. doi: 10.1037/a0025595
*Aghlara, L., & Tamjid, N. H. (2011). The effect of digital games on Iranian children's vocabulary retention in foreign language acquisition. Procedia - Social and Behavioral Sciences, 29(0), 552-560. doi: 10.1016/j.sbspro.2011.11.275
Alessi, S., & Trollip, S. (2000). Multimedia for learning: Methods and development (3rd ed.). New York: Allyn & Bacon.
Andersson, G. (1999). The role of meta-analysis in the significance test controversy. European Psychologist, 4, 75-82.
Anderson, L.W. (Ed.), Krathwohl, D.R. (Ed.), Airasian, P.W., Cruikshank, K.A., Mayer, R.E., Pintrich, P.R., Raths, J., & Wittrock, M.C. (2001). A taxonomy for learning, teaching, and assessing: A revision of Bloom's Taxonomy of Educational Objectives (Complete edition). New York: Longman.
Ang, C.S. & Zaphiris, P. (2008). Computer games and language learning. In T. T. Kidd & H. Song (Eds.), Handbook of research on instructional systems & technology (pp. 449-462), Hershey, PA: IGI Global.
*Arnab, S., Brown, K., Clarke, S., Dunwell, I., Lim, T., Suttie, N., . . . de Freitas, S. (2013). The development approach of a pedagogically-driven serious game to support Relationship and Sex Education (RSE) within a classroom setting. Computers & Education, 69(0), 15-30. doi: 10.1016/j.compedu.2013.06.013
Atherton, J. S. (2013). Learning and Teaching; Assimilation and Accommodation. Retrieved from http://www.learningandteaching.info/learning/assimacc.htm
*Bai, H., Pan, W., Hirumi, A., & Kebritchi, M. (2012). Assessing the effectiveness of a 3-D instructional game on improving mathematics achievement and motivation of middle school students. British Journal of Educational Technology, 43(6), 993-1003. doi: 10.1111/j.1467-8535.2011.01269.x
Bakopoulos, M., & Tsekeridou, S. (2009). MobiSpell: Educational Mobile Game Design and Development for Teaching Spelling to Young Children. In S. Natkin & J. Dupire (Eds.), Entertainment Computing – ICEC 2009 (Vol. 5709, pp. 295-296). Berlin Heidelberg: Springer.
Bandura, A. (1989). Social cognitive theory (Vol. 6). Greenwich, CT: JAI Press.
Bangert-Drowns, R. L. (1986). Review of developments in meta-analytic method. Psychological Bulletin, 99, 388-399.
Bangert-Drowns, R. L., & Rudner, L. M. (1991). Meta-Analysis in Educational Research. ERIC Digest. ED339748.
*Banos, R. M., Cebolla, A., Oliver, E., Alcaniz, M., & Botella, C. (2013). Efficacy and acceptability of an Internet platform to improve the learning of nutritional knowledge in children: the ETIOBE mates. Health Education Research, 28(2), 234-248.
*Barab, S., Pettyjohn, P., Gresalfi, M., Volk, C., & Solomou, M. (2012). Game-based curriculum and transformational play: Designing to meaningfully positioning person, content, and context. Computers & Education, 58(1), 518-533. doi: 10.1016/j.compedu.2011.08.001
*Bayrak C. (2008). Effects of computer simulations programs on university students’ achievement in physics. Turkish Online Journal of Distance Education, 9, Article 3, 53–62. Retrieved from http://tojde.anadolu.edu.tr/tojde32/pdf/article_3.pdf
Becker, L. A. (1998). Meta-analysis. Retrieved from http://web.uccs.edu/lbecker/Psy590/es.htm
Belanich, J., Sibley, D. E., & Orvis, K. L. (2004).Instructional characteristics and motivational features of a PC-based game (Research Report No.1822). Alexandria, VA: U.S. Army Research Institute for the Behavioral and Social Sciences.
Belotti, F., Berta, R., De Gloria, A., & Primavera. L. (2009). Enhancing the educational value of video games. ACM Computers in Entertainment, Special Issue on Media Arts and Games (Part II), 7 (2), Article 23.
*Bertacchini, F., Bilotta, E., Pantano, P., & Tavernise, A. (2012). Motivating the learning of science topics in secondary school: A constructivist edutainment setting for studying Chaos. Computers & Education, 59(4), 1377-1386. doi: 10.1016/j.compedu.2012.05.001
Betz, J.A. (1996). Computer games: Increase learning in an interactive multidisciplinary en¬vironment. Journal of Educational Technology Systems, 24(2), 195-205.
Blackman, S. (2005), "Serious games and less”, ACM Siggraph Computer Graphics 39 (1), 12-16
Bloom B.S.,Engelhart,M.D.,Frost,E.J.,Hill,W.H.,& Krathwohl,D.R (1956).Taxonomy of Educational Objectives, Handbook I: The Cognitive Domain. New York: David McKay.
*Blunt, R.(2013) Does Game-Based Learning Work? Results from Three Recent Studies. Unpublished manuscript. Advanced Distributed Learning. Retrieved from http://patrickdunn.squarespace.com/storage/blunt_game_studies.pdf
Boorsbom, D., & Mellenbergh, G. J. (2002). True scores, latent variables, and con-structs: A comment on Schmidt and Hunter. Intelligence, 30, 505-514.
Borenstein, M., Hedges, L. V., Higgins, J. P. T., & Rothstein, H. R. (2009).Introduction to Meta-analysis. Chichester, UK: Wiley.
*Bos, B. (2009). Virtual math objects with pedagogical, mathematical, and cognitive fidelity. Computers in Human Behavior, 25(2), 521-528. doi: 10.1016/j.chb.2008.11.002
*Boyd, B. L., & Murphrey, T. P. (2002). Evaluation of a Computer-Based, Asynchronous Activity on Student Learning of Leadership Concepts. Journal of Agricultural Education, 43(1), 36-45.
Bransford, J.D., Brown, A.L., & Cocking, R.R (Eds.). (2000). How People Learn: Brain, mind, experience, and school. Washington, DC: National Academy Press.
*Brom, C., Preuss, M., & Klement, D. (2011). Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study. Computers & Education, 57(3), 1971-1988. doi: 10.1016/j.compedu.2011.04.007
Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 18(1), 32-42.
Bruner, J. (1983). Child’s talk: Learning to use language: New York: Norton.
Bruner, J. (1986). El habla del nin˜o: Aprendiendo a usar el lenguaje. Barcelona: Paido´ s.
Burguillo, J. C. (2010). Using game theory and competition-based learning to stimulate student motivation and performance. Computers & Education, 55(2), 566–575.
Burke, M. J. (1984). Validity generalization: A review and critique of the correlation model. Personnel Psychology, 37, 93-115.
Burns, P. K., & Bozeman, W. C. (1981). Computer-assisted instruction and mathematics achievement: Is there a relationship? Educational Technology, 21(10),32-39.
Brannigan, C., & Owen, A. (2006). Game based learning or learning based games? A case study. In M. Burmester, D. Gerhard, & F. Thissen (Eds.), Digital game based learning. Proceedings of the 4th international symposium for information design, 2 June 2005, Stuttgart Media University (pp. 179–196). Karlsruhe: Universitaetsverlag.
Caillois, R., (1961). Man, Play and Games. New York: The Free Press of Glencoe.
Callender, J. C, & Osburn, H. G. (1980). Development and test of a new model for validity generalization. Journal of Applied Psychology, 65,543-558.
Callender, J. C, Osburn, H. G., Greener, J. M., & Ashworth, S. (1982). Multiplicative validity generalization model: Accuracy of estimates as a function of sample size, mean, variance, and shape of the distribution of true validities. Journal of Applied Psychology, 67, 859-867.
Cangelosi,J.S.(1990). Designing tests for evaluating student achievement. New York:Longman
*Çankaya, S., & Karamete, A. (2009). The effects of educational computer games on students’ attitudes towards mathematics course and educational computer games. Procedia - Social and Behavioral Sciences, 1(1), 145-149. doi: 10.1016/j.sbspro.2009.01.027
*Cason, C. L., Cazzell, M. A., Nelson, K. A., Hartman, V., Roye, J., & Mancini, M. E. (2010). Improving Learning of Airway Management with Case-based Computer Microsimulations. Clinical Simulation in Nursing, 6(1), e15-e23. doi: 10.1016/j.ecns.2009.07.002
*Cataloglu E. (2006). Open source software in teaching physics: A case study on vector algebra and visual representations. The Turkish Online Journal of Educational Technology, 5, Article 8, 68–74. Retrieved from http://www.tojet.net/articles/518.pdf
*Chang, K.-E., Sung, Y.-T., Chen, Y.-L., & Huang, L.-H. (2008). Learning multiplication through computer-assisted learning activities. Computers in Human Behavior, 24(6), 2904-2916. doi: 10.1016/j.chb.2008.04.015
*Chang, K.-E., Wu, L.-J., Weng, S.-E., & Sung, Y.-T. (2012). Embedding game-based problem-solving phase into problem-posing system for mathematics learning. Comput. Educ., 58(2), 775-786. doi: 10.1016/j.compedu.2011.10.002
*Chang, L.-C., & Lee, G. C. (2010). A team-teaching model for practicing project-based learning in high school: Collaboration between computer and subject teachers. Computers & Education, 55(3), 961-969. doi: 10.1016/j.compedu.2010.04.007
*Chang, S.-C.; Hwang, G.-J.; Tsai, C.-C.&Liang, J.-C.(2014, July). An Experiment of a Mobile Competition Game for Investigating Students' Interests in Learning Local Culture. Advanced Learning Technologies (ICALT), 2014 IEEE 14th International Conference (pp.154-156). doi: 10.1109/ICALT.2014.53
Charsky, D., & Ressler, W. (2011). “Games are made for fun”: Lessons on the effects of concept maps in the classroom use of computer games. Computers and Education, 56(3), 604-615.
*Cheng, C.-H., & Su, C.-H. (2012). A Game-based learning system for improving student's learning effectiveness in system analysis course. Procedia - Social and Behavioral Sciences, 31(0), 669-675. doi: 10.1016/j.sbspro.2011.12.122
*Cheng, M.-T., & Annetta, L. (2012). Students’ learning outcomes and learning experiences through playing a Serious Educational Game. Journal of Biological Education, 46(4), 203-213. doi: 10.1080/00219266.2012.688848
*Cheng, Y.-M., & Lu, L.-H. (2010). Using Freeware to Construct a Game-Based Learning System. In J.-S. Pan, S.-M. Chen & N. Nguyen (Eds.), Computational Collective Intelligence. Technologies and Applications:Vol. 6422. (pp. 381-390): Springer Berlin Heidelberg.
Choi, J., & Hannafin, M. J. (1995). Situated cognition and learning environments: roles, structures and implications for design. Educational Technology Research and Development, 43(2), 53–69.
*Chu, H. C., &Chang S. C., (2013).Developing an educational computer game for migratory bird identification based on a two-tier test approach. Educational Technology Research & Development, 1-15. doi:10.1007/s11423-013-9323-4
Clark, R. E.(1983). Reconsidering research on learning from media. Review of Educational Research,53(4), 445-459.
Clark, R. E., & Mayer, R. E. (2008). E-learning and the science of instruction (2nd ed.). San Francisco: Jossey-Bass.
Cohen, J. (1977).Statistical Power Analysis for the Behavioral Sciences.New York: Academic Press.
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Educations, 59(2), 661–686.
Connolly, T. M., Stansfield, M. H., & Hainey, T. (2007). An application of games-based learning within software engineering. British Journal of Educational Technology, 38(3), 416–428.
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Educations, 59(2), 661–686.
Cook, C., Heath, F., & Thompson, R.(2000). A Meta-analysis of response rates in Web-based or Internet-based surveys. Educational and Psychological Measurement, 60(6), 821-836.
Cooper, H. M. (1982). Scientific guidelines for conducting integrative research reviews. Review of Educational Research, 52, 291-302.
Cooper, H. M. (1998). Synthesizing Research (3rd edition). Thousand Oaks, CA: Sage
Cooper, H. M., & Hedges, L. V. (1994). Research synthesis as a scientific enterprise. In H. M. Cooper & L. V. Hedges (Eds.). The handbook of research synthesis (pp. 3-14). New York: Russell Sage Foundation.
Cooper, H., & Hedges, L. V. (1994).Handbook of research synthesis. New York: Russell Sage Foundation.
*Costabile, M. F., De Angeli, A., Roselli, T., Lanzilotti, R., & Plantamura, P. (2003). Evaluating the Educational Impact of a Tutoring Hypermedia for Children. Information Technology in Childhood Education Annual, 2003(1), 289-308
*Cowen, M. B. (1993). Designing an Instructional Simulation for a Program Entry Panel. Simulation & Gaming, 24(4), 500-506. doi: 10.1177/1046878193244007
Csikszentmihalyi, M., & Larson, R. (1987). Validity and reliability of the experience-sampling method. Journal of Nervous & Mental Disease, 175, 525–536.
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: Harper- Perennial.
Csikszentmihalyi, M., Rathunde, K., & Whalen, S. (1993). Talented teenagers: The roots of success and failure. New York: Cambridge University Press.
Csikszentmihalyi, M. (1996). Creativity: Flow and the psychology of discovery and invention. New York: HarperCollins.
Csikszentmihalyi, M. (1997). Finding flow: The psychology of engagement with everyday life. The masterminds series. New York: Basic Books.
Csikszentmihalyi, M. (1999). If we are so rich, why aren't we happy?.American Psychologist,54(10), 821-827. doi:10.1037/0003-066X.54.10.821
Csikszentmihalyi, M., & Schneider, B. (2000). Becoming adult: How teenagers prepare for the world of work. New York: Basic Books.
Dale, E. (1954). Audio-visual methods in teaching. New York: Holt, Rinehart and Winston.
Dave, R.H. (1970). Psychomotor levels. In R. J. Armstrong (Ed.), Developing and Writing Behavioral Objectives (pp.20-21).Tucson, Arizona: Educational Innovators Press.
de Castell, S., & Jenson, J. (2003). Serious play. Journal of Curriculum Studies, 35(6), 649–665.
Deci,E.L.,&Ryan,R.M.(1985).Intrinsic motivation and self-determination in human behavior. New York:Plenum.
Deci, E. L., & Ryan, R. M. (1987). The support of autonomy and the control of behavior. Journal of Personality & Social Psychology, 53, 1024–1037.
Dede, C., Clarke, J., Ketelhut, D. J., Nelson, B., & Bowman, C. (2005, April). Students’ motivation and learning of science in a multi-user virtual environment. Paper presented at the meeting of the American Educational Research Association, Montréal, Quebec.
de Freitas, S. (2006). Learning in immersive worlds: a review of game-based learning. Prepared for the JISC e-Learning Programme. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi¼10.1.1.101.1997&rep¼rep1&type¼pdf.
de Freitas, S., & Jarvis, S. (2007). Serious games-engaging training solutions: a research and development project for supporting training needs. British Journal of Educational Technology, 38(3), 523–525.
Dekkers J. & Donatti, S.(1981). Studies of simulation as an instructional strategy, Journal of Education Research, 74, 64-79.
Dempsey, J. V., Rasmussen, K., & Lucassen, B. (1996). Instructional gaming: Implications for instructional technology. Paper presented at the annual meeting of the Association for Educational Communications and Technology, Nashville, TN.
Dempsey, J.V., Haynes, L.L., Lucassen, B.A., & Casey, M.S. (2002). Forty simple computer games and what they could mean to educators. Simulation & Gaming: An international Journal, 33(2), 157-168.
*Derbali, L., & Frasson, C. (2012). Assessment of learners’ motivation during interactions with serious games: A Study of some motivational strategies in Food- Force. Advances in Human-Computer Interaction, Article ID 624538. doi:10.1155/2012/624538
De Smidt, G. A., & Gorey, K. M. (1997). Unpublished social work research: Systematic replication of a recent Meta-analysis of published intervention effectiveness research. Social Work Research, 21, 58–62.
Dickersin, K. (2005). Publication bias: Recognizing the problem, understanding its origins and scope, and preventing harm. In H. R. Rothstein, A. J. Sutton, & M. Bornstein (Eds.) Publication bias in Meta-analysis: Prevention, assessment, and adjustments (pp. 11–33). Chichester, UK: John Wiley & Sons.
Dickey, M. D. (2011). Murder on grimm Isle: The impact of game narrative design in an educational game based learning environment. British Journal of Educational Technology, 42(3), 456–469. doi:10.1111/j.1467-8535.2009.01032.x.
*Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63(0), 380-392. doi: 10.1016/j.compedu.2012.12.020
Donmus, V. (2010). The use of social networks in educational computer-game based foreign language learning. Procedia Social and Behavioral Sciences, 9, 1497–1503.
Dumbleton, T., & Kirriemuir, J. (2006). Understanding digital games. London: Sage Publications.
Dunn, W. E., & Lantolf, J. P. (1998). Vygotsky’s Zone of Proximal Development and Krashen’s i + 1: Incommensurable constructs; Incommensurable theories. Language Learning, 48(3), 411-442.
Ebner, M., & Holzinger, A. (2007). Successful implementation of user-centered game based learning in higher education: an example from civil engineering. Computers & Education, 49(3), 873–890.
Egger, M., Smith, D., & Phillips, A. (1997). Meta-analysis Principles and procedures. British Medical Journal, 315, 1533-1537.
Egger, M., Zellweger-Zahner, T., Schneider, M., Junker, C., Lengeler, C., & Antes, G. (1997). Language bias in randomised controlled trials published in English and German. The Lancet, 350, 326–329.
Ellis, P. D. (2010). The essential guide to effect sizes: Statistical power, meta-analysis, and the interpretation of research results. Cambridge, England. Cambridge University Press.
Emes, C. E. (1997). Is Mr. Pac Man eating our children? A review of the effect of video games on children. Canadian Journal of Psychiatry, 42(4), 409-414.
*Eow, Y. L., Ali, W. Z. b. W., Mahmud, R. b., & Baki, R. (2010). Computer games development and appreciative learning approach in enhancing students’ creative perception. Computers & Education, 54(1), 146-161. doi: 10.1016/j.compedu.2009.07.019
*Erhel, S. and Jamet, E. (2013) Digital game-based learning: impact of instructions and feedback on motivation and learning. Computers & Education, 67, 156-167. doi: 10.1016/j.compedu.2013.02.019
ESA. (2010). 2010 Sales, demographic and usage data. Essential facts about the computer and video game industry. http://www.theesa.com/facts/pdfs/ESA_Essential_Facts_2010.pdf.
ESA. (2012). 2012 sales, demographic and usage data. Essential facts about the computer and video game industry. http://www.theesa.com/facts/pdfs/esa_ef_2012.pdf. Accessed 09/20/2014.
*Eseryel, D., Ge, X., Ifenthaler, D., & Law, V. (2011). Dynamic Modeling as a Cognitive Regulation Scaffold for Developing Complex Problem-Solving Skills in an Educational Massively Multiplayer Online Game Environment. Journal of Educational Computing Research, 45(3), 265-286.
*Faryniarz, J. V., & Lockwood, L. G. (1992). Effectiveness of microcomputer simulations in stimulating environmental problem solving by community college students. Journal of Research in Science Teaching, 29(5), 453-470. doi: 10.1002/tea.3660290503
Federation of American Scientists (2006). Summit on educational games: Harnessing the power of video games for learning. Retrieved from http://fas.org/gamesummit/Resources/Summit%20on%20Educational%20Games.pdf
Felder, R. M., & Silverman, L. K. (1988). Learning and Teaching Styles In Engineering Education. Engineering Education, 78(7), 674-681.
Fischer, J. (1973). Is casework effective: A review.Social Work, January, 5–30.
Fischer, J. (1990). Problems and issues in Meta-analysis. In L. Videka-Sherman & W. J. Reid (Eds.),Advances in clinical social work research(pp. 297–325). Silver Spring, MD: National Association of Social Workers.
Fraser, M. W., Nelson, K. E., & Rivard, J. C. (1997). Effectiveness of family preservation services.Social Work Research, 21, 138–153.
Frear, V., & Hirschbuhl, J. J. (1999). Does interactive multimedia promote achievement and higher level thinking skills for today’s science students? British Journal of Educational Technology, 30, 323-329
Furió, D., Gonz, S., Lez-Gancedo, Juan, M.-C.,Segui,I.& Rando,N. (2013). Evaluation of learning outcomes using an educational iPhone game vs. traditional game. Comput. Educ., 64, 1-23. doi: 10.1016/j.compedu.2012.12.001
Gadamer, H.G. (1975). Truth and method. New York: Seabury.
*Gao, J.B., Yang, Y.T.C. & Chen, I.H. (2009). How Digital Game-Based Learning Can Improve Students' Academic Achievement and Problem Solving. In T. Bastiaens et al. (Eds.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2009 (pp. 1256-1263). Chesapeake, VA: AACE. Retrieved from http://www.editlib.org/p/32627.
*Garneli, B., Giannakos, M. N., Chorianopoulos, K., & Jaccheri, L. (2013) Learning by playing and learning by making. 4th International Conference on Serious Games Development and Applications, SGDA 2013: Vol. 8101 LNCS (pp. 76-85). Trondheim.
Gee, J. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
Gee, J. P. (2007). Good video games + good learning: Collected essays on video games, learning and literacy. New York: Peter Lang.
*Giannakos, M. N. (2013). Enjoy and learn with educational games: Examining factors affecting learning performance. Computers & Education, 68(0), 429-439. doi: 10.1016/j.compedu.2013.06.005
Gilbody, S., Bower, P., Fletcher, J., Richards, D., & Sutton, A. J. (2006). Collaborative care for depression: A cumulative Meta-analysis and review of longer-term outcomes. Archives of Internal Medicine, 166, 2314–2321.
Glass, G. V. (1976). Primary, secondary, and meta-analysis of research. Educational Researcher, 5, 3-8.
Glass, G. V. (1977). Integrating findings: The meta-analysis of research. Review of Research in Education, 5, 351-379.
Glass, G. V., & Smith, M. K. (1978). Meta-analysis of research on the relationship of class size and achievement.Educational Evaluation and Policy Analysis, 1, 2–16.
Glass, G. V, McGaw, B., & Smith, M. L. (1981). Meta-analysis in social research. Beverly Hills, CA: Sage.
Glasziou, P., Irwig, L., Bain, C., & Colditz, G. (2001). Systematic reviews in health care. Cambridge, UK: Cambridge University Press.
Goldstein, J. H., Buckingham, D., & Brougre, G. (2004). Introduction: Toys, games, and media. In J. H. Goldstein, D. Buckingham, & G. Brougre (Eds.), Toys, games, and media (pp. 1–10). Mahwah, NJ:Erlbaum.
Gorey, K. M., Thyer, B. A., & Pawluck, D. E. (1998). Differential effectiveness of prevalent social work practice models: A meta-analysis. Social Work, 43, 269– 278.
Grenier, A. M., & Gorey, K. M. (1998). The effectiveness of social work with older people and their families: A meta-analysis of conference proceedings. Social Work Research, 22, 60–64.
Gredler, M.E. (1996). Games and simulations and their relationships to learning. In D.H. Jonassen (Ed.), Handbook of Research for Educational Communications and Technology (pp. 571-603). Association for Educational Communications and Technology.
*Guillén-Nieto, V., & Aleson-Carbonell, M. (2012). Serious games and learning effectiveness: The case of It’s a Deal! Computers & Education, 58(1), 435-448. doi: 10.1016/j.compedu.2011.07.015
*Hainey, T., Connolly, T. M., Stansfield, M., & Boyle, E. A. (2011). Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level. Computers & Education, 56(1), 21-35. doi: 10.1016/j.compedu.2010.09.008
*Halpern, D. F., Millis, K., Graesser, A. C., Butler, H., Forsyth, C., & Cai, Z. (2012). Operation ARA: A computerized learning game that teaches critical thinking and scientific reasoning. Thinking Skills and Creativity, 7(2), 93-100. doi: 10.1016/j.tsc.2012.03.006
Harrow, A. (1972). A Taxonomy of Psychomotor Domain: A Guide for Developing Behavioral Objectives. New York: David McKay.
Hartley, S. S.(1977). Meta-analysis of the effects of individually –paced instruction in mathematics (Doctoral dissertation). Available from Dissertation Abstracts International. 1977. 38.7-A, 4003.
Hays, R. T. (2005). The effectiveness of instructional games: a literature review and discussion. Naval Air Warfare Center Training Systems Division, 1–63.
Hedges, L. V., & Olkin, I. (1985). Statistical methods for meta-analysis. London: Academic Press.
Hedges, L. V., Gurevitch, J., & Curtis, P. (1999). The meta-analysis of response ratios in experimental ecology. Ecology, 80, 1150–1156.
Heinich, R., Molenda, M., Russell, J. D., & Smaldino, S. E. (2002). Instructional media and technologies for learning. New Jersey: Merrill Prentice Hall
Herrington, J., & Oliver, R. (1999). Using situated learning and multimedia to investigate higher-order thinking. Journal of Interactive Learning Research, 10(1), 3–24. Retrieved from http://www.chile-hoy.de/sociedad/000718_brunn_educ.htm
Higgins, J. P. T., & Green, S. (Eds.) (2006). Cochrane handbook for systematic reviews of interventions. Chichester, UK: John Wiley & Sons. Retrieved from http://www.cochrane.org/resources/handbook/
Hodge, D. R. (2007). A systematic review of the empirical literature on intercessory prayer. Research on Social Work Practice, 17, 174–187.
Holden, G. (1991). The relationship of self efficacy appraisals to subsequent health related outcomes: A meta-analysis. Social Work in Health Care, 16, 53.
Holsbrink-Engels, G. A. (1997). Computer-based role-playing for interpersonal skills training. Simulation & Gaming, 28(2), 164-180. doi: 10.1177/1046878197282002
*Holzinger, A., Kickmeier-Rust, M. D., Wassertheurer, S., & Hessinger, M. (2009). Learning performance with interactive simulations in medical education: Lessons learned from results of learning complex physiological models with the HAEMOdynamics SIMulator. Computers & Education, 52(2), 292-301. doi: 10.1016/j.compedu.2008.08.008
*Hsiao, H.-S., Chang, C.-S., Lin, C.-Y. and Hu, P.-M. (2014). Development of children's creativity and manual skills within digital game-based learning environment. Journal of Computer Assisted Learning, 30, 377–395. doi: 10.1111/jcal.12057
Hughes, I. E. (2001). Alternatives to laboratory practicals- Do they meet the needs? Innovations in Education and Teaching International, 38, 3-7.
Huffcutt, A. I. (2002). Research perspectives on meta-analysis. In S. G. Rogelberg (Ed.), Handbook of research methods in industrial and organizational psychology (pp. 198-215). Oxford: Blackwell.
Huizinga, J. (1938). Homo ludens: proeve ener bepaling van het spelelement der cultuur. Haarlem : Tjeenk Willink, 1938 (new edition from 1985: Groningen: Wolters-Noordhoff). English translation: Homo ludens: a study of the play element in culture. London : Temple Smith or Boston: Beacon Press.
*Hummel, H. G. K., van Houcke, J., Nadolski, R. J., van der Hiele, T., Kurvers, H., & Löhr, A. (2011). Scripted collaboration in serious gaming for complex learning: Effects of multiple perspectives when acquiring water management skills. British Journal of Educational Technology, 42(6), 1029-1041. doi: 10.1111/j.1467-8535.2010.01122.x
*Hummel, H., Geerts, W., Slootmaker, A., Kuipers, D., & Westera, W. (2013). Collaboration scripts for mastership skills: online game about classroom dilemmas in teacher education. Interactive Learning Environments, 1-13. doi: 10.1080/10494820.2013.789063
*Hung, C.-Y, Chang, T.-W, C., Yu, P.-T, & Cheng, P.-J. (2012, March). The Problem Solving Skills and Learning Performance in Learning Multi-Touch Interactive Jigsaw Game Using Digital Scaffolds. Paper presented at the Digital Game and Intelligent Toy Enhanced Learning (DIGITEL), 2012 IEEE Fourth International Conference.
*Hung, P.-H., Hwang, G.-J., Lee, Y.-H., & Su, I. H. (2012). A cognitive component analysis approach for developing game-based spatial learning tools. Computers & Education, 59(2), 762-773. doi: 10.1016/j.compedu.2012.03.018
Hunter, J. E., Schmidt, F. L., & Hunter, R. (1979). Differential validity of employment tests by race: A comprehensive review and analysis. Psychological Bulletin, 86, 721–735.
Hunter, J. E., Schmidt, F. L., & Jackson, G. B. (1982). Meta-analysis: Cumulating research findings across studies. Beverly Hills, CA: Sage.
Hunter, J. E., Schmidt, F. L., & Pearlman, K. (1982). History and accuracy of validity generalization equations: A response to the Callender and Osburn reply. Journal of Applied Psychology, 67, 853-858.
Hunter, J. E., & Schmidt, F. L. (1990). Methods of meta-analysis: Correcting error and bias in research findings. Newbury Park, CA: Sage Publications.
Hwang, G. J., Sung, H. Y., Hung, C. M., & Huang, I. (2012). Development of a personalized educational computer game based on students’ learning styles. Educational Technology Research and Development, 60(4), 623–638.
*Hwang, G.-J., Sung, H.-Y., Hung, C.-M., Yang, L.-H., & Huang, I. (2013). A knowledge engineering approach to developing educational computer games for improving students' differentiating knowledge. British Journal of Educational Technology, 44(2), 183-196. doi: 10.1111/j.1467-8535.2012.01285.x
*Hwang, G.-J., Wu, P.-H., & Chen, C.-C. (2012). An online game approach for improving students’ learning performance in web-based problem-solving activities. Computers & Education, 59(4), 1246-1256. doi: 10.1016/j.compedu.2012.05.009
*Hwang, G.-J., Sung, H.-Y., Yen. Y.-F.(2014, October). Development of a Contextual Decision-Making Game for Improving Students' Learning Performance in a Health Education Course. Paper presented at the 3st International Conference of Educational Innovation through Technology (EITT 2014), Brisbane, Australia.
*Jackson, G. T., Dempsey, K., & McNamara, D. (2011). Short and Long Term Benefits of Enjoyment and Learning within a Serious Game. In G. Biswas, S. Bull, J. Kay & A. Mitrovic (Eds.), Artificial Intelligence in Education: Vol. 6738 (pp. 139-146): Springer Berlin Heidelberg.
James, L. R., Demaree, R. G., & Mulaik, S. A. (1986). A note on validity generalization procedures. Journal of Applied Psychology, 71, 440-450.
James, L. R., Demaree, R. G., Mulaik, S. A., & Ladd, R. T. (1992). Validity generalization in the context of situational models. Journal of Applied Psychology, 77, 3-14.
Jones, L. V., & Fiske, D. W. (1953). Models for testing the significance of combined results. Psychological Bulletin, 50, 375-382.
*Jong, M. S. Y., Shang, J. J., Lee, F. L., Lee, J. H. M., & Law, H. Y. (2006). Learning Online: A Comparative Study of a Situated Game-Based Approach and a Traditional Web-Based Approach. In Z. Pan, R. Aylett, H. Diener, X. Jin, S. Göbel & L. Li (Eds.), Technologies for E-Learning and Digital Entertainment : Vol. 3942 (pp. 541-551): Springer Berlin Heidelberg.
Johnson, B. T., Mullen, B., & Salas, E. (1995). Comparison of three major meta-analytic approaches. Journal of Applied Psychology, 80, 94-106.
Julia, H. L., Jacqueline, C., & Vijayan, P.(2008). Systematic Reviews and Meta-Analysis. Oxford : Oxford University Press
Jüni, P., Holenstein, F., Sterne, J., Bartlett, C., & Egger, M. (2001). Direction and impact of language bias in meta-analyses of controlled trials: Empirical study. International Journal of Epidemiology, 31, 115-123
Juul, J. (2003). The Game, The Player, The World: Looking for a Heart of Gameness, in Copier, M. and Raessens, J. (eds) Level Up: Digital Games Research Conference Proceedings. University of Utrecht, 30-47.
Kafai, Y.B., & Ching, C.C. (1996 ). Meaningful contexts for mathematical learning: The potential ofgame making activities Proceedings of the 1996 International Conference on Learning Sciences (pp. 164-171).
Kavale,K.A.(2001) .Meta-Analysis: A Primer. EXCEPTIONALITY, 9(4), 177-183
*Ke, F. (2008). Computer games application within alternative classroom goal structures: cognitive, metacognitive, and affective evaluation. Educational Technology Research and Development, 56(5-6), 539-556. doi: 10.1007/s11423-008-9086-5
Ke, F. (2009). A qualitative meta-analysis of computer games as learning tools. In R. E. Ferdig (Ed.),Handbook of research on effective electronic gaming in education(pp. 1-32). Hershey, PA: IGI Global.
*Ke, F., & Grabowski, B. (2007). Gameplaying for maths learning: cooperative or not? British Journal of Educational Technology, 38(2), 249-259. doi: 10.1111/j.1467-8535.2006.00593.x
*Kebritchi, M., Hirumi, A., & Bai, H. (2010). The effects of modern mathematics computer games on mathematics achievement and class motivation. Computers & Education, 55(2), 427-443. doi: 10.1016/j.compedu.2010.02.007
Kebritchi, M., & Hirumi, A. (2008). Examining the pedagogical foundations of modern educational computer games. Computers & Education, 51, 1729–1743.
Kinzie, M. B., & Joseph, D. R. D. (2008). Game activity preferences of middle school children: Implications for educational game design. Educational Technology Research & Development, 56(5–6), 643–663.
*Koops, M., & Hoevenaar, M. (2013). Conceptual Change During a Serious Game: Using a Lemniscate Model to Compare Strategies in a Physics Game. Simulation & Gaming, 44(4), 544-561. doi: 10.1177/1046878112459261
Krathwohl,D.R,.Bloom,B.S.,&Masia,B.B.(1964) Taxonomy of Educational Objectives, Handbook II: Affective Domain.New York: David McKay.
Krathwohl, D.R.(2002) A Revision of Bloom s Taxonomy: An Overview. Theory into Practice,41(4).
Kulik, J. A., Kulik, C. C., & Cohen, P. A. (1980). Effectiveness of computer-based teaching: A meta-analysis of findings. Review of Educational Research, 50(4), 525-544.
Kulik, J.A. (1983). Synthesis of research on computer-based instruction. Educational Leadership ,41(1), 19-21
Kulik, J.A. (1981). Integrating findings from different levels of instruction. Paper presented at the American Educational Research Association, Los Angeles. (ERIC Document Reproduction Service No. ED 208 040)
Kulik, J.A., Bangert, R.L., & Williams, G.W. (1983). Effects of computer-based teaching on secondary school students. Journal of Educational Psychology, 75, 19-26.
*Kuo, M. J. (2007, March). How does an online game based learning environment promote students' intrinsic motivation for learning natural science and how does it affect their learning outcomes? Paper presented at the Digital Game and Intelligent Toy Enhanced Learning, 2007. DIGITEL '07. The First IEEE International Workshop on.
*Lan, Y. J. (2014). Does Second Life improve Mandarin learning by overseas Chinese students? Language Learning & Technology, 18(2), 36-56.
Landy, F. J. (2003). Validity generalization: Then and now. In K. R. Murphy (Ed.), Validity generalization: A critical review (pp. 155-195). Mahwah, NJ: Lawrence Erlbaum.
Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge: Cambridge University Press.
Lee, J. (1999). Effectiveness of Computer-Based Instructional Simulation: A Meta- Analysis. International Journal of Instructional Media, 26(1), 71-85.
Lee, H., Plass, J. L., & Homer, B. D. (2006). Optimizing cognitive load for learning from computer-based science simulations. Journal of Educational Psychology, 98(4), 902-913.
Lemura, L., Von-Duvillard, S., & Mookerjee, S.(2000). The effects of physical training of functional capacity in adults: Ages 46 to 90: A meta-analysis. Journal of Sports Medicine and Physical Fitness, 40(1), 1-10.
Liao, Y. C. (2010, March). Game-based Learning vs. Traditional Instruction: A Meta-analysis of thirty-eight studies from Taiwan. Paper presented at the Society for Information Technology and Teacher Education 21th International Conference, San Diego, USA.
Light, R. J., & Pillemer, D. B. (1984).Summing up: The science of reviewing research. Cambridge, MA: Harvard University Press.
Lipsey, M. W. (1990). Design Sensitivity: Statistical Power for Experimental Research. Newbury Park, CA: Sage Publications.
Lipsey, M. W., & Wilson, D. B. (2001). Practical meta-analysis (Vol. 49). Thousand Oaks, CA: Sage Publications.
Littell, J. H., Corcoran, J., & Pillai, V. (2008). Systematic Reviews and Meta-analysis. New York: Oxford University Press
Liu, C–. C., Cheng, Y.-B., & Huang, C.-W. (2011). The effect of simulation games on the learning of computational problem solving. Computers & Education, 57(3), 1907–1918.
*Lu, C. C.& Jeng, S. L. (2013).Developing Digital Game Based on the Conception of Insects (DGBI) to Test Elementary Student’s Insect Conceptions. Creative Education, 03(08), 101-110.
*Lu, S.-J., & Liu, Y.-C. (2014). Integrating augmented reality technology to enhance children’s learning in marine education. Environmental Education Research, 21(4), 525-541. doi: 10.1080/13504622.2014.911247
*Liu, T.-Y., & Chu, Y.-L. (2011). Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation. Computers & Education, 55(2), 630-643. doi: 10.1016/j.compedu.2010.02.023
*Lucht, M., & Heidig, S. (2013). Applying HOPSCOTCH as an exer-learning game in English lessons: two exploratory studies. Educational Technology Research and Development, 1-26. doi: 10.1007/s11423-013-9308-3
Malone, T. (1980). What makes things fun to learn? A study of intrinsically motivating computer games. Palo Alto: Xerox.
Malone,T.W.(1981).What makes computer games fun? Byte, 6, 258-277.
*Marcum-Dietrich, N. I., & Ford, D. J. (2002). The Place for the Computer Is in the Laboratory: An Investigation of the Effect of Computer Probeware on Student Learning. Journal of Computers in Mathematics and Science Teaching, 21(4), 361-379.
Mayer, R. E. (2005). Cognitive theory of multimedia learning. In R. E. Mayer (Ed.), The Cambridge handbook of multimedia learning (pp. 31–48). New York: NJ: Cambridge University Press.
Mayer, R. E., & Johnson, C. I. (2010). Adding instructional features that promote learning in a game-like environment. Journal of Educational Computing Research, 42(3), 241–265. doi: 10.2190/EC.42.3.a.
Mayer, R. E. (2011). Multimedia learning and games. In S. Tobias & J. D. Fletcher (Eds.), Computer games and instruction (pp. 281-305). Charlotte, NC: Information Age.
Mazzuca, S.A.(1982). Does patient education in chronic disease have therapeutic value? Journal of Chronic Disease, 35, 521-529.
McFarlane, A., Sparrowhawk, A., & Heald, Y. (2002). Report on the educational use of games. Retrieved from http://www.teem.org.uk/publications/teem_gamesined_full.pdf.
McLeod, B. D., & Weisz, J. R. (2004). Using dissertations to examine potential bias in child and adolescent clinical trials. Journal of Consulting and Clinical Psychology, 72, 235–251.
McLeod, S. A. (2007). Simply Psychology. Retrieved from http://www.simplypsychology.pwp.blueyonder.co.uk/
*McQuiggan, S., Rowe, J., Lee, S., & Lester, J. (2008). Story-Based Learning: The Impact of Narrative on Learning Experiences and Outcomes. In B. Woolf, E. Aïmeur, R. Nkambou & S. Lajoie (Eds.), Intelligent Tutoring Systems: Vol. 5091 (pp. 530-539): Springer Berlin Heidelberg.
Michael, D., & Chen, S. (2006). Serious games: Games that educate, train, and inform. Boston: Thomson Course Technology.
*Miller, D. J., & Robertson, D. P. (2010). Using a games console in the primary classroom: Effects of ‘Brain Training’ programme on computation and self-esteem. British Journal of Educational Technology, 41(2), 242-255. doi: 10.1111/j.1467-8535.2008.00918.x
*Miller, D. J., & Robertson, D. P. (2011). Educational benefits of using game consoles in a primary classroom: A randomised controlled trial. British Journal of Educational Technology, 42(5), 850-864. doi: 10.1111/j.1467-8535.2010.01114.x
Miller, L. M., Chang, C.-I., Wang, S., Beier, M. E., & Klisch, Y. (2011). Learning and motivational impacts of a multimedia science game. Computers & Education, 57(1), 1425–1433. doi:10.1016/j.compedu. 2011.01.016.
Mitchell, R. C. (2004). Combining cases and computer simulations in strategic management courses. Journal of Education for Business, 79, 198-204.
Mitchell, A., & Savill-Smith, C. (2004). The use of computer and video games for learning: A review of literature. London: Learning and Skills Development Agency.
Murphy, K. R. (Ed.). (2003). Validity generalization. Mahwah, NJ: Lawrence Erlbaum.
Nakamura, J., & Csikszentmihalyi, M. (2002). The concept of flow. In C. R. Snyder & S. J. Lopez (Eds.), Handbook of positive psychology (pp. 89–105). Oxford: Oxford University Press.
National Research Council. (1992). Combining information: Statistical issues and opportunities for research. Washington, DC: National Academy Press.
Norris, J. M., & Ortega, L. (2006). The value and practice of research synthesis for language learning and teaching. In J. M. Norris & L. Ortega (Eds.), Synthesizing Research on Language Learning and Teaching. Philadelphia: John Benjamins.
*North, M. M., Sessum, J., & Zakalev, A. (2004). Immersive visualization tool for pedagogical practices of computer science concepts: a pilot study. J. Comput. Sci. Coll., 19(3), 207-215.
*Núñez Castellar, E., Van Looy, J., Szmalec, A., & de Marez, L.(2013). Improving arithmetic skills through gameplay: Assessment of the effectiveness of an educational game in terms of cognitive and affective learning outcomes. Information Sciences(0). doi: 10.1016/j.ins.2013.09.030
Oerter, R. (1993). Psychologie des Spiels. Ein handlungstheoretischer Ansatz. Mu¨nchen: Quintessenz.
O’Neil, H. F., Wainess, R., & Baker, E. L. (2005). Classification of learning outcomes: evidence from the computer games literature. The Curriculum Journal, 16(4).
Orwin, R. G. (1983). A fail safe N for effect size in meta-analysis. Journal for Educational Statistics, 8,157-159.
*Owston, R., Wideman, H., Ronda, N. S., & Brown, C. (2009). Computer game development as a literacy activity. Computers & Education, 53(3), 977-989. doi: 10.1016/j.compedu.2009.05.015
*Panoutsopoulos, H., & Sampson, D. G. (2010). Integrating digital games into school curriculum: A field experiment in math education. Proceedings of IADIS International Conference on Cognition and Exploratory Learning in Digital Age. Timisoara.
*Panoutsopoulos, H., & Sampson, D. G. (2012). A Study on Exploiting Commercial Digital Games into School Context. Journal of Educational Technology & Society, 15(1), 15-27.
*Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1–12. doi: 10.1016/j.compedu.2008.06.004
Papert, S. (1998). Does easy do it? Children, games, and learning. Game Developer, 5(6), 88.
Paraskeva, F., Mysirlaki, S., & Papagianni, A. (2010). Multiplayer online games as educational tools : Facing new challenges in learning. Computers and Education, 54(2), 498-505.
Pavlov, I. P. (1927). Conditioned reflexes: An investigation of the physiological activity of the cerebral cortex; translated and edited by G.V. Anrep. London: Oxford University Press.
Petitti ,D. B.,(1999). Meta-Analysis, Decision Analysis, and Cost-Effectiveness Analysis.Oxford Scholarship Online.doi: 10.1093/acprof:oso/9780195133646.001.0001
Piaget, J. (1951). Play, dreams and imitation in childhood. New York: W. W. Norton & Company.
Piaget, J. (1954). The child’s construction of reality; translated by Margaret Cook. London: Routledge & Kegan Paul.
Pintrich ,P.R (2002) The Role of Metacognitive Knowledge in Learning, Teaching, and Assessing. Theory into Practice,41(4), 219-225.
Presby, S. (1978). Overly broad categories obscure important differences between therapies. American Psychologist, 33, 514-515.
Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
Prensky, M. (2006). Listen to the Natives. Learning in the Digital Age, 63(4), 8-13
Provost, J. A. (1990). Work, play and type: Achieving balance in your life. Palo Alto, CA: Consulting Psychologist Press.
Raju, N. S., Burke, M. J., Normand, J., & Langlois, G. M. (1991). A new meta-analytic approach. Journal of Applied Psychology, 76,432-446.
Randel, J. M., Morris, B. A., Wetzel, C. D., & Whitehill, B. V. (1992). The effectiveness of games for educational purposes: A review of recent research. Simulation & Gaming, 23, 261-276.
Redfield, C., Gaither, D., & Redfield, N. (2009). COTS computer game effectiveness. In Handbook of research on effective Electronic gaming in Education (pp. 277–294).
Reeve,J.(1996).Motivation others: Nurturing inner motivational resources. Boston: Allyn and Bacon.
*Reinders, H. & Wattana, S. (2014). Can I say something? The effects of digital game play on willingness to communicate. Language Learning & Technology, 18(2), 101-123.
*Ricci, K., Salas, E., & Cannon-Bowers, J. A. (1996). Do computer-based games facilitate knowledge acquisition and retention? Military Psychology, 8(4), 295-307.
Rieber, L. P. (1996). Seriously considering play: designing interactive learning environments based on the blending of microworlds, simulations and games. Educational Technology Research and Development, 44(2), 43–58.
Ritterfeld, U., Cody, M., & Vorderer, P. (2009). Serious games: Mechanisms and effects. New York: Routledge.
Robertson, J., & Howells, C. (2008). Computer game design: opportunities for successful learning. Computers & Education, 50, 559–578.
Roger, C (1961). Man,Play,and Games. Free Press.
Rogers, C., & Freiberg, H. J. (1994). Freedom to learn. Upper Saddle River, New Jersey: Merrill.
Rogoff, B. (1993). Aprendices del pensamiento. El desarrollo cognitivo en el contexto social. Barcelona: Paido´ s.
*Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., . . . Salinas, M. (2003). Beyond Nintendo: design and assessment of educational video games for first and second grade students. Computers & Education, 40(1), 71-94. doi: 10.1016/S0360-1315(02)00099-4
Rosenthal, R. (1978). Combining results of independent studies. Psychological Bulletin, 85,185-193.
Rosenthal, R. (1979). The "file drawer problem" and tolerance for null results. Psychological Bulletin, 86, 638-641.
Rosenthal, R., & Rubin, D. B. (1979). Interpersonal expectancy effects: The first 345 studies.Behavioral and Brain Sciences, 3, 377–386.
Rosenthal, R., & Rubin, D. B. (1982). Comparing effect sizes of independent studies. Psychological Bulletin, 92, 500-504.
Rosenthal, R. (1991). Meta-analytic procedures for social research (Rev. ed.). Newbury Park, CA: Sage.
Rosenthal, R. (1993). Cumulating evidence. In K. Gideon & C. Lewis (Eds.), A handbook for data analysis in the behavioral science: Methodological issues (pp. 519-559). Hillsdale, NJ: Lawrence Erlbaum.
Rosenthal, R. (1994). Parametric measures of effect size. In H. M. Cooper & L. V. Hedges (Eds.), The handbook of research synthesis (pp. 231-244). New York: Russell Sage Foundation.
Rosenthal, R. (1995). Writing meta-analytic reviews. Psychological Bul¬letin, 118, 183-192. doi:10.1037/0033-2909.118.2.183
Rothstein, H., Sutton, A. J., & Bornstein, M. (Eds.). (2005).Publication bias in meta-analysis: Prevention, assessment, and adjustments. Chichester, UK: Wiley.
Rutten, N., van Joolingen, W. R., & van der Veen, J. T. (2012). The learning effects of computer simulations in science education. Computers & Education, 58(1), 136–153.
*Sanchez, J., Mendoza, C., & Salinas, A. (2009). Mobile Serious Games for Collaborative Problem Solving. Cyberpsychology & Behavior, 12(5), 657-658.
Salen, K. & Zimmerman, E. (2003). Rules of play: Game design fundamentals. Cambridge: MIT Press.
Salomon, G., Perkins, D. N., & Globerson, T. (1991). Partners in Cognition: Extending human intelligence with intelligent technologies. Educational Researcher, 20(3), 2-9.
*Sandberg, J., Maris, M., & de Geus, K. (2011). Mobile English learning: An evidence-based study with fifth graders. Computers & Education, 57(1), 1334-1347. doi: 10.1016/j.compedu.2011.01.015
Sawyer, B., & P. Smith (2008). Serious games taxonomy. Retrieved from http://www.seriousgames.org/presentations/serious-games-taxonomy-2008_web.pd
*Schloss, P. J. (1987). Effectiveness of Computer-Assisted Special Education Administration Simulations. Journal of Special Education, 20(4), 503.
Schulze, R. (2004).Meta-Analysis:A Comparison of Approaches. Cambridge, MA: Hogrefe & Huber
Shachar, M. (2002).Differences Between Traditional and Distance Learning Outcomes: A Meta-Analytic Approach. Dissertation. Touro University International.
Shachar, M. (2008).Meta-Analysis: The preferred method of choice for the assessment of distance learning quality factors. IRRODL 9(3). Retrieved from http://www.irrodl.org/index.php/irrodl/article/view/493/1147
Schank, R. C. (1990). Tell me a story: a new look at real and artificial memory. New York: Scribner.
Schmidt, F. L., & Hunter, J. E. (1977). Development of a general solution to the problem of validity generalization. Journal of Applied Psychology, 62, 529-540.
Schmidt, F. L., Hunter, J. E., Pearlman, K., & Hirsh, H. R. (1985). Forty questions about validity generalization and meta-analysis. Personnel Psychology, 38, 697-801.
Schmidt, F. L., Law, K. S., Hunter, J. E., Rothstein, H. R., Pearlman, K, & McDaniel, M. (1993). Refinements in validity generalization methods: Implications for the situational specifity hypothesis. Journal of Applied Psychology, 78, 3-12.
Schmidt, F. L., & Hunter, J. E. (1996). Measurement error in psychological research: Lessons from 26 research scenarios. Psychological Methods, 1,199-223.
Schmidt, F. L., & Hunter, J. E. (1999b). Theory testing and measurement error. Intelligence, 27,183-198.
Schmidt, F. L., & Hunter, J. E. (1998). The validity and utility of selection methods in personnel psychology: Practical and theoretical implications of 85 years of research findings. Psychological Bulletin, 124, 262-274.
Seels and Glasgow (1990).Exercises in instructional design.Columbus OH: Merrill Publishing Company.
Shadish, W. R., Jr., Cook, T. D., & Campbell, D. T. (2002). Experimental and quasi-experimental designs for generalized causal inference. Boston, MA: Houghton Mif-flin.
Shaffer, D. W., Squire, K. T., Halverson, R., & Gee, J. P. (2004). Video games and the future of learning. Phi Delta Kappan. Retrieved from http://www.academiccolab.org/resources/gappspaper1.pdf.
Shaffer, D. W., Squire, K., Halverson, R., & Gee, J. P. (2005). Video games and the future of learning. Phi Delta Kappan, 87(2), 104–111.
Shernoff, D. J., Csikszentmihalyi, M., Shneider, B., & Shernoff, E. (2003). Student engagement in high school classrooms from the perspective of flow theory.School Psychology Quarterly,18(2), 158-176. doi:10.1521/scpq.18.2.158.21860
*Shute, V. J., & Glaser, R. (1990). A Large‐Scale Evaluation of an Intelligent Discovery World: Smithtown. Interactive Learning Environments, 1(1), 51-77. doi: 10.1080/1049482900010104
Simpson E.J. (1972).The Classification of Educational Objectives in the Psychomotor Domain.Washington, DC: Gryphon House.
Skinner, B. F. (1993). About behaviorism. London: Penguin Books.
Sitzmann, T. (2011). A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology, 64, 489-528.
Smedslund, G. et al. (2006). Work programmes for welfare recipients. Campbell Systematic Review 2006:9. Oslo: The Campbell Collaboration.
Smith, M. L., & Glass, G. V. (1977). Meta-analysis of psychotherapy outcome studies. American Psychologist, 32, 752–760.
Snedecor, G. W., & Cochran, W. G. (1967). Statistical methods (6th ed.). Ames, IA: Iowa State University Press.
Song, F., Eastwood, A. J., Gilbody, S., Duley, L., & Sutton, A. J. (2000). Publication and related biases. Health Technology Assessment, 4(10), 1-115.
Squire, K. (2005). Game-based learning present and future state of the field. Madison, WI: University of Wisconsin-Madison Press.
Squire, K. (2006). From content to context: video games as designed experiences. Educational Researcher, 35(8), 19–29.
*Squire, K., Barnett, M., Grant, J. M., & Higginbotham, T. (2004). Electromagnetism supercharged!: learning physics with digital simulation games. Proceedings of the 6th international conference on Learning sciences, Santa Monica, California.
*Stasko, J., Badre, A., & Lewis, C. (1993). Do algorithm animations assist learning?: an empirical study and analysis. Proceedings of the INTERACT '93 and CHI '93 Conference on Human Factors in Computing Systems, Amsterdam, The Netherlands.
Sterne, J., & Egger, M. (2001). Funnel plots for detecting bias in meta-analysis: Guidelines on choice of axis. Journal of Clinical Epidemiology 54, 1046-1055.
*Stockburger, D. W. (1982). Evaluation of three simulation exercises in an introductory statistics course. Contemporary Educational Psychology, 7(4), 365-370. doi: 10.1016/0361-476X(82)90021-2
Suchman, L. A. (1987). Plans and situated actions: The problem of human-machine communication. Cambridge: Cambridge University Press.
*Suh, S., Kim, S. W., & Kim, N. J. (2010). Effectiveness of MMORPG-based instruction in elementary English education in Korea. Journal of Computer Assisted Learning, 26(5), 370-378. doi: 10.1111/j.1365-2729.2010.00353.x
*Sung, H.-Y., & Hwang, G.-J. (2013). A collaborative game-based learning approach to improving students' learning performance in science courses. Computers & Education, 63(0), 43-51. doi: 10.1016/j.compedu.2012.11.019
Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science, 12, 257-285.
*Tanes, Z., & Cemalcilar, Z. (2010). Learning from SimCity: An empirical study of Turkish adolescents. Journal of Adolescence, 33(5), 731-739. doi: 10.1016/j.adolescence.2009.10.007
Thomas, R. Y., & Hooper, E. (1991). Simulation:An opportunity we are missing. Journal of Research on Computing in Education,23(4). 497-513
Thompson, J., Berbank-Green, B., & Cusworth, N. (2007). Game design catchwords The Computer Game Design Course : Principles, Practices and Techniques for the Aspiring Game Designer (pp. 70-71). London: Thames & Hudson.
Thorndike, E. (1914). Educational Psychology: The Psychology of Learning. New York: Teachers College.
Torrente, J., Lavín-Mera, P., Moreno-Ger, P., & Fernández-Manjón, B. (2009). Coordinating heterogeneous game-based learning approaches in online learning environments. Lecture Notes in Computer Science, 5660, 1–18.
Tu¨zu¨n, H., Yılmaz-Soylu, M., Karakus, T., Inal, Y., & Kızılkaya, G. (2009). The effects of computer games on primary school students’ achievement and motivation in geography learning. Computers & Education, 52(1), 68–77.
van Eck, R. (2009). A guide to integrating COTS games into your classroom. In Handbook of research on effective electronic gaming in education (pp. 179–199).
*Vernadakis, N., Antoniou, P., Giannousi, M., Zetou, E., & Kioumourtzoglou, E. (2011). Comparing hybrid learning with traditional approaches on learning the Microsoft Office Power Point 2003 program in tertiary education. Computers & Education, 56(1), 188-199. doi: 10.1016/j.compedu.2010.08.007
*Verpoorten, D., Castaigne, J.-L., Westera, W., & Specht, M. (2014). A quest for meta-learning gains in a physics serious game. Education and Information Technologies, 19(2), 361-374. doi: 10.1007/s10639-012-9219-7
Videka- Sherman, L. (1988). Meta-analysis of research on social work practice in mental health.Social Work, 33, 325–338.
Vygotsky, L. (1976). Play and its role in the mental development of the child. In J. En Bruner, A. Jolly, & K. Sylva (Eds.), Play—its role in development and evolution (pp. 537–554). New York: Basic Books.
Vygotsky, L. (1979). El desarrollo de los procesos psicolo’gicos superiors. Barcelona: Crı´tica.
Vogel, J. J., Vogel, D. S., Cannon-Bowers, J., Bowers, C. A., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis.Journal of Educational Computing Research,34(3), 229-243.
Vorderer, P., Steen, F., & Chan, E. (2006). Motivation. In J. Bryant & P. Vorderer (Eds.), The psychology of entertainment. Mahwah, NJ: Erlbaum.
Wang, B., Manning, R., Lawson, S., & Valliere, W. (2001). Estimating social carrying capacity through computer simulation modeling: An application to Arches National Park, Utah. USDA Forest Service General Technical Report NE-270.
Wang, L. C., & Chen, M. P. (2010). The effects of game strategy and preference-matching on flow experience and programming performance in game-based learning. Innovations in Education and Teaching International, 47(1), 39–52.
Wang, S. H. (2013). Effects of digital game-based learning on primary and secondary school students’ learning achievement: A Meta-analysis (Unpublished master’s thesis). National Taiwan Normal University, Taiwan, ROC.
Wentworth, D.R. & Lewis, D.R.(1973) A review of research on instructional games and simulations in social science education. Social Education, May, 432–440.
Willis, D. A. S. (1989). Development and evaluation of IRIS: A computer simulation to teach preservice teachers to administer a formal reading inventory. Unpublished doctoral dissertation, Texas Tech University, Lubbock.
Wittgenstein, L. (1953). Philosophical investigations. Oxford, Blackwell.
Wolf, F.M. (1986).Meta-analysis: Quantitative Methods for Research Synthesis. Beverly Hills, CA: Sage.
*Wong, W.L., Shen, C., Nocera, L., Tang, F., Bugga, S., Narayanan, H., Wang, H. & Ritterfeld, U. (2007, June). Serious video games effectiveness. Paper presented at the International Conference on Advances in Computer Entertainment Technology (ACE2007), Salzburg, Austria.
Woolfolk , A. (2007). Educational psychology. Boston: Pearson
Wolfe, J. (1997). The Effectiveness of Business Games in Strategic Management Course Work. Simulation & Gaming, 28(4), 360-376. doi: 10.1177/1046878197284003
Wouters, P.J.M., Spek, E.D. van der & Oostendorp, H. van (2009). Current practices in serious game research: A review from a learning outcome perspective. In Thomas Connolly & Mark Stansfield (Eds.),Games-based learning advancements for multi-sensory human computer interfaces: Techniques and effective practice.(pp. 232-250). Hershey, PA: IGI Global.
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249-265.
*Wouters, P., van Oostendorp, H., Boonekamp, R., & van der Spek, E. (2011). The role of Game Discourse Analysis and curiosity in creating engaging and effective serious games by implementing a back story and foreshadowing. Interacting with Computers, 23(4), 329-336. doi: 10.1016/j.intcom.2011.05.001
*Wrzesien, M., & Alcañiz Raya, M. (2010). Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project. Computers & Education, 55(1), 178-187. doi: 10.1016/j.compedu.2010.01.003
*Wu.,S.-C., & Tai., M.-P. (2011, Sept.). The effects of digital game-based learning on elementary students' science learning. Paper presented at 2011 International Conference on the Electrical and Control Engineering (ICECE).
Yang, J. C., & Chen, S. Y. (2010). Effects of gender differences and spatial abilities within a digital pentominoes game. Computers & Education, 55(3), 1220–1233.
*Yang, J. C., Chien, K. H., & Liu, T. C. (2012). A Digital Game-Based Learning System for Energy Education: An Energy COnservation PET. Turkish Online Journal of Educational Technology - TOJET, 11(2), 27-37.
*Yang, Y.-T. C. (2012). Building virtual cities, inspiring intelligent citizens: Digital games for developing students' problem solving and learning motivation. Computers & Education, 59(2), 365-377. doi: 10.1016/j.compedu.2012.01.012
*Yip, F. W., & Kwan, A. C. (2006). Online Vocabulary Games as a Tool for Teaching and Learning English Vocabulary. Educational Media International, 43(3), 233-249.
Young, M. F., Slota, S., Cutter, A. B.,Jalette, G., Mullin, G., Lai, B., Simeoni, Z., Tran, M., &Yukhymenko, M.(2012). Our Princess Is in Another Castle: A Review of Trends in Serious Gaming for Education. Review of Educational Research, 82(1), 61-89.
Yusoff, A.(2010). Conceptual Framework for Serious Games and its Validation. (Doctoral dissertation). Retrieved from http://eprints.soton.ac.uk/171663/
*Zacharia, Z. C. (2007). Comparing and combining real and virtual experimentation: an effort to enhance students' conceptual understanding of electric circuits. Journal of Computer Assisted Learning, 23(2), 120-132. doi: 10.1111/j.1365-2729.2006.00215.x
Zimring, F. (1994). Carl Rogers. Paris, UNESCO: International Bureau of Education, XXIV, 411-422.