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Browsing by Author "Kuisma, Karoliina"

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  • Kuisma, Karoliina (2019)
    Aims. The aim of this literature review was to explore the connections between educational games and learning outcomes. This examination is important, since the application of different types of games in teaching is rapidly increasing. Also, as playing computer, mobile and console games is nowadays very popular and common among children and young people, studying the topic has been considered even more crucial. In addition to exploring the connections between games and learning, this review contains a study of the possible gender differences in the learning otcomes, as well as a study of the role of motivation when using games in education. The previous studies on the subject are showing slightly contradicting results, but they are indicating that educational games can be useful learning tools. The theoretical background of sociocultural theory is applied, since games are cultural artifacts, and the event of playing is culturally mediated. Methods. The study method used in this review was ‘descriptive review’; a general review in which broad resources of literature and research of a field and a certain topic is compiled. The information retrieval was conducted systematically in order to find the articles for the study, and international databases were used. 16 studies was selected into the study. The studies originate from many different countries, such as Taiwan, the Netherlands, the USA, Spain and England. In the studies of the reviewed articles, for example mathematical games, games that concerne language, role-playing games, and quizzes were used. Results and conclusions. This review indicates that the positive connection between educational games and learning outcomes exists. Ten studies out of sixteen demonstrated positive learning outcomes particularly in the research groups where educational games were used as a teaching method. Gender differences in learning outcomes were not detected. In the three studies that examined motivation, the motivation was higher in the groups that played educational games, than in those in which games were not used. According to the studies it could be stated, that in particular role-playing games, mathematical games, and games concerning language are connected with positive learning outcomes. Furthermore, it seems that educational games are particularly suitable to comprehensive school students. Accordingly, it can be suggested that educational games could be brought to primary school teaching to support the learning along the other teaching methods, for example in mathematics and language classes.