The Effectiveness of Games for Educational Purposes: A Review of Recent Research

Abstract

This article reviews the literature that compares the instructional effectiveness of games to conventional classroom instruction. Studies dealing with empirical research rather than teachers' judgments are reviewed. Published reviews of research in the English language dating from 1963 to 1984 were examined and the literature was searched for studies from 1984 to 1991. Of the 67 studies considered over a period of 28 years, 38 show no difference between games and conventional instruction; 22 favor games; an additional 5 favor games, but their controls are questionable; and 3 favor conventional instruction. Results for social sciences, math, language arts, logic, physics, biology, retention over time, and interest are examined. Math is the subject area with the greatest percentage of results favoring games, but only eight studies have adequate controls. Thirty-three out of 46 social science games/simulations show no difference between games/simulations and classroom instruction. The authors conclude that subject matter areas in which specific content can be targeted are more likely to show beneficial effects for gaming.

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Document Details

Document Type
Technical Report
Publication Date
Sep 01, 1992
Accession Number
ADA259666

Entities

People

  • Barbara A. Morris
  • Betty V. Whitehill
  • C. D. Wetzel
  • Josephine M. Randel

Tags

Communities of Interest

  • C4I

DTIC Thesaurus Topics

  • Abstracts
  • Classification
  • English Language
  • Instructions
  • Judgment
  • Language
  • Linguistics
  • Literature
  • Simulations
  • Social Sciences

Fields of Study

  • Education

Readers

  • Instructional Design and Training Evaluation.
  • STEM Education
  • Strategic Security Studies