The effect of simulations and games on learning objectives in tertiary education: A systematic review

Stephanie de Smale, Tom Overmans, Johan Jeuring, Liesbeth van de Grint

Research output: Chapter in Book/Report/Conference proceedingChapterAcademicpeer-review

Abstract

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.
Original languageEnglish
Title of host publicationLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
PublisherSpringer
Pages506-516
Number of pages11
ISBN (Print)9783319402154
DOIs
Publication statusPublished - 2016

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume9599

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