Utilizing Serious Games for Learning and Teaching in Tertiary Sector: Case of Information Technology Subjects
Author(s)
Purarjomaldlangrudi, Afrooz
Ghapanchi, Amir Hossein
Griffith University Author(s)
Year published
2013
Metadata
Show full item recordAbstract
Employing game as an educational tool facilitates teaching and learning in universities because games are engaging, immersive and provide the ability of simulating the real world for learners. This study conducts a systematic literature review on the previous research on the use of educational serious games for Information Technology (IT) subjects in universities to give us a better understanding of how games can influence learning performance. We searched a comprehensive set of keywords on several academic databases and found an initial set of 3437studies. Next, we excluded them on the basis of their title, abstract and ...
View more >Employing game as an educational tool facilitates teaching and learning in universities because games are engaging, immersive and provide the ability of simulating the real world for learners. This study conducts a systematic literature review on the previous research on the use of educational serious games for Information Technology (IT) subjects in universities to give us a better understanding of how games can influence learning performance. We searched a comprehensive set of keywords on several academic databases and found an initial set of 3437studies. Next, we excluded them on the basis of their title, abstract and full text, and eventually came up with 21 relevant studies. This paper provides some demographic analysis on the papers found. Furthermore, the IT subjects in which the games are used, the games employed and the outlets where these articles were published are specified to help IT teachers who are interested in applying these games in their subjects and researchers for further future work.
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View more >Employing game as an educational tool facilitates teaching and learning in universities because games are engaging, immersive and provide the ability of simulating the real world for learners. This study conducts a systematic literature review on the previous research on the use of educational serious games for Information Technology (IT) subjects in universities to give us a better understanding of how games can influence learning performance. We searched a comprehensive set of keywords on several academic databases and found an initial set of 3437studies. Next, we excluded them on the basis of their title, abstract and full text, and eventually came up with 21 relevant studies. This paper provides some demographic analysis on the papers found. Furthermore, the IT subjects in which the games are used, the games employed and the outlets where these articles were published are specified to help IT teachers who are interested in applying these games in their subjects and researchers for further future work.
View less >
Conference Title
International Conference on Research in Science, Engineering and Technology
Publisher URI
Subject
Information Systems Management