dc.contributor.author | Bhuiyan, Touhid | |
dc.contributor.author | Mahmud, Imran | |
dc.date.accessioned | 2018-09-11T06:34:15Z | |
dc.date.accessioned | 2019-05-27T09:59:26Z | |
dc.date.available | 2018-09-11T06:34:15Z | |
dc.date.available | 2019-05-27T09:59:26Z | |
dc.date.issued | 2015-11-26 | |
dc.identifier.uri | http://hdl.handle.net/20.500.11948/3136 | |
dc.description.abstract | In this paper a quantitative meta-analysis by systematically review is designed and the impacts of digital games in education is analyzed. A major purpose of this literature review and meta-analysis are to define/identify policy and practice based on existing studies and also their impact compare to traditional lecture. This meta-analysis is performed to understand how games based learning can affect students’ knowledge and skills. Several provoking conclusions in the terms of “Game-based education” have been derived. This paper investigates the effectiveness of computer-based instructional games which have been emerged from a comparative analysis with 30 instructional gaming studies and are discussed with the support of appropriate tables. This meta-analysis can influence academicians as an earlier step to rethink delivery approach in traditional pedagogy and identification of benefits of digital game in education. | en_US |
dc.language.iso | en | en_US |
dc.publisher | International Conference of Inclusive Innovation and Innovative Management (ICIIIM 2015) | en_US |
dc.subject | Digital games | en_US |
dc.subject | Game based learning | en_US |
dc.subject | Knowledge | en_US |
dc.subject | Meta analysis | en_US |
dc.subject | Skill | en_US |
dc.title | Digital Game-based Education: A Meta Analysis | en_US |
dc.type | Article | en_US |