Exploring the effectiveness and moderators of game learning on creativity enhancement: A meta-analysis.

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Title: Exploring the effectiveness and moderators of game learning on creativity enhancement: A meta-analysis.
Authors: I-Cheng Lin1 icliniclin@cc.ncue.edu.tw, Shu-Hsuan Chang2 shc@cc.ncue.edu.tw, Pin-Chien Liu2 d0731009@gm.ncue.edu.tw, Po-Jen Kuo2 pc7938@icloud.com, Kuo Chia Chung3 abc0919303857@gmail.com
Source: Educational Technology & Society. Jul2024, Vol. 27 Issue 3, p83-101. 19p.
Subject Terms: *Educational games, *Creative ability, *Class size, *Gamification, *Research personnel
Abstract: Creativity has been proven to be a core competitiveness in the twenty-first century. Although many experimental studies have confirmed that game learning can improve creativity, some studies have contrary results. Currently, there are very few, and primarily incomplete, meta-analyses integrating experimental studies of educational gaming's impact on creativity. The current meta-analysis included 29 articles from 2002 to 2022, containing 116 effect sizes and 4,159 student subjects. The results showed that the overall mean weighted effect size was 0.84, indicating that game learning significantly positively affected students' creativity compared with non-game learning. In addition, the mean effect size was moderated by digital content, teaching strategies, educational stages, publication sources, and class size but not by patterns, disciplines, and experiment duration. Accordingly, this study provides new insights and suggestions on improving creativity via game learning design and implementation as a reference for researchers, teachers, game designers, and developers in the field of creativity. [ABSTRACT FROM AUTHOR]
Copyright of Educational Technology & Society is the property of International Forum of Educational Technology & Society (IFETS) 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: Exploring the effectiveness and moderators of game learning on creativity enhancement: A meta-analysis.
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  Data: <searchLink fieldCode="AR" term="%22I-Cheng+Lin%22">I-Cheng Lin</searchLink><relatesTo>1</relatesTo><i> icliniclin@cc.ncue.edu.tw</i><br /><searchLink fieldCode="AR" term="%22Shu-Hsuan+Chang%22">Shu-Hsuan Chang</searchLink><relatesTo>2</relatesTo><i> shc@cc.ncue.edu.tw</i><br /><searchLink fieldCode="AR" term="%22Pin-Chien+Liu%22">Pin-Chien Liu</searchLink><relatesTo>2</relatesTo><i> d0731009@gm.ncue.edu.tw</i><br /><searchLink fieldCode="AR" term="%22Po-Jen+Kuo%22">Po-Jen Kuo</searchLink><relatesTo>2</relatesTo><i> pc7938@icloud.com</i><br /><searchLink fieldCode="AR" term="%22Kuo+Chia+Chung%22">Kuo Chia Chung</searchLink><relatesTo>3</relatesTo><i> abc0919303857@gmail.com</i>
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  Data: <searchLink fieldCode="JN" term="%22Educational+Technology+%26+Society%22">Educational Technology & Society</searchLink>. Jul2024, Vol. 27 Issue 3, p83-101. 19p.
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  Data: *<searchLink fieldCode="DE" term="%22Educational+games%22">Educational games</searchLink><br />*<searchLink fieldCode="DE" term="%22Creative+ability%22">Creative ability</searchLink><br />*<searchLink fieldCode="DE" term="%22Class+size%22">Class size</searchLink><br />*<searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br />*<searchLink fieldCode="DE" term="%22Research+personnel%22">Research personnel</searchLink>
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  Label: Abstract
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  Data: Creativity has been proven to be a core competitiveness in the twenty-first century. Although many experimental studies have confirmed that game learning can improve creativity, some studies have contrary results. Currently, there are very few, and primarily incomplete, meta-analyses integrating experimental studies of educational gaming's impact on creativity. The current meta-analysis included 29 articles from 2002 to 2022, containing 116 effect sizes and 4,159 student subjects. The results showed that the overall mean weighted effect size was 0.84, indicating that game learning significantly positively affected students' creativity compared with non-game learning. In addition, the mean effect size was moderated by digital content, teaching strategies, educational stages, publication sources, and class size but not by patterns, disciplines, and experiment duration. Accordingly, this study provides new insights and suggestions on improving creativity via game learning design and implementation as a reference for researchers, teachers, game designers, and developers in the field of creativity. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Educational Technology & Society is the property of International Forum of Educational Technology & Society (IFETS) 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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        Value: 10.30191/ETS.202407_27(3).RP05
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      – Code: eng
        Text: English
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      – SubjectFull: Class size
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      – SubjectFull: Gamification
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              Text: Jul2024
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