A Systematic Review of Serious Games for Collaborative Learning: Theoretical Framework, Game Mechanic and Efficiency Assessment.

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Title: A Systematic Review of Serious Games for Collaborative Learning: Theoretical Framework, Game Mechanic and Efficiency Assessment.
Authors: Chaoguang Wang1, Lusha Huang2 lusha.huang@connect.polyu.hk
Source: International Journal of Emerging Technologies in Learning. 2021, Vol. 16 Issue 6, p88-105. 18p.
Subject Terms: *Collaborative learning, *Educational games, *Educational objectives, *Games, Data mining
Abstract: In recent years, there has been extensive research on serious games for educational purpose. However, the design space for collaboration in games remains substantially unexplored. In this study, we systematically reviewed 31 empirical research articles regarding game-based collaborative learning published from 2006 to 2020 and attempted to provide new information about designing serious games for collaborative learning. We surveyed a number of games and investigated their design features that encourage collaborative learning. Twenty game mechanics were identified and grouped into six main domains: (1) Space, (2) Objects, attributes and states, (3) Actions, (4) Rules and goals, (5) Skill, (6) chance. The analysis of user studies they performed indicated that most of the game projects relied on self-report methods to test their learning effectiveness, and only a few studies adopted the data mining method based on game logs. The implications for research into facilitating collaborative learning and recommendations for future research directions are discussed. [ABSTRACT FROM AUTHOR]
Copyright of International Journal of Emerging Technologies in Learning is the property of International Association of Online Engineering (IAOE) and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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  Data: A Systematic Review of Serious Games for Collaborative Learning: Theoretical Framework, Game Mechanic and Efficiency Assessment.
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  Data: <searchLink fieldCode="AR" term="%22Chaoguang+Wang%22">Chaoguang Wang</searchLink><relatesTo>1</relatesTo><br /><searchLink fieldCode="AR" term="%22Lusha+Huang%22">Lusha Huang</searchLink><relatesTo>2</relatesTo><i> lusha.huang@connect.polyu.hk</i>
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  Data: <searchLink fieldCode="JN" term="%22International+Journal+of+Emerging+Technologies+in+Learning%22">International Journal of Emerging Technologies in Learning</searchLink>. 2021, Vol. 16 Issue 6, p88-105. 18p.
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  Data: *<searchLink fieldCode="DE" term="%22Collaborative+learning%22">Collaborative learning</searchLink><br />*<searchLink fieldCode="DE" term="%22Educational+games%22">Educational games</searchLink><br />*<searchLink fieldCode="DE" term="%22Educational+objectives%22">Educational objectives</searchLink><br />*<searchLink fieldCode="DE" term="%22Games%22">Games</searchLink><br /><searchLink fieldCode="DE" term="%22Data+mining%22">Data mining</searchLink>
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  Data: In recent years, there has been extensive research on serious games for educational purpose. However, the design space for collaboration in games remains substantially unexplored. In this study, we systematically reviewed 31 empirical research articles regarding game-based collaborative learning published from 2006 to 2020 and attempted to provide new information about designing serious games for collaborative learning. We surveyed a number of games and investigated their design features that encourage collaborative learning. Twenty game mechanics were identified and grouped into six main domains: (1) Space, (2) Objects, attributes and states, (3) Actions, (4) Rules and goals, (5) Skill, (6) chance. The analysis of user studies they performed indicated that most of the game projects relied on self-report methods to test their learning effectiveness, and only a few studies adopted the data mining method based on game logs. The implications for research into facilitating collaborative learning and recommendations for future research directions are discussed. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
  Group: Ab
  Data: <i>Copyright of International Journal of Emerging Technologies in Learning is the property of International Association of Online Engineering (IAOE) and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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RecordInfo BibRecord:
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        Value: 10.3991/ijet.v16i06.18495
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      – Code: eng
        Text: English
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        PageCount: 18
        StartPage: 88
    Subjects:
      – SubjectFull: Collaborative learning
        Type: general
      – SubjectFull: Educational games
        Type: general
      – SubjectFull: Educational objectives
        Type: general
      – SubjectFull: Games
        Type: general
      – SubjectFull: Data mining
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      – TitleFull: A Systematic Review of Serious Games for Collaborative Learning: Theoretical Framework, Game Mechanic and Efficiency Assessment.
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              Text: 2021
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