TY - GEN
T1 - The effect of simulations and games on learning objectives in tertiary education
T2 - A systematic review
AU - de Smale, S.
AU - Overmans, J.F.A.
AU - Jeuring, J.T.
AU - van de Grint, E.J.M.
PY - 2016
Y1 - 2016
N2 - The growing popularity of simulations and games invites the production of insights that help academic teachers to use simulations and games in their courses. This article clarifies positive conditions to use simulations and games in tertiary education. Based on a systematic review of literature we tentatively find a positive or neutral relationship between using simulations and games and achieving learning objectives. Also, we find three recurring conditions for successful use of simulations and games: the specificity of the game, the integration in the course, and the role of a guiding instructor. Finally, we express the strong need for a scientific framework to measure effectiveness of simulations and games.
AB - The growing popularity of simulations and games invites the production of insights that help academic teachers to use simulations and games in their courses. This article clarifies positive conditions to use simulations and games in tertiary education. Based on a systematic review of literature we tentatively find a positive or neutral relationship between using simulations and games and achieving learning objectives. Also, we find three recurring conditions for successful use of simulations and games: the specificity of the game, the integration in the course, and the role of a guiding instructor. Finally, we express the strong need for a scientific framework to measure effectiveness of simulations and games.
U2 - 10.1007/978-3-319-40216-1_55
DO - 10.1007/978-3-319-40216-1_55
M3 - Conference contribution
T3 - Lecture Notes in Computer Science
SP - 506
EP - 516
BT - Games and Learning Alliance
PB - Springer
ER -