The Effectiveness of Instructional Games: A Literature Review and Discussion

Abstract

This report documents a review of 48 empirical research articles on the effectiveness of instructional games. It also includes summaries of 26 other review articles and 31 theoretical articles on instructional gaming. Eased on this review the following 5 conclusions and 4 recommendations are provided. Conclusions: (1) The empirical research on the instructional effectiveness of games is fragmented, filled with ill defined terms, and plagued with methodological flaws. (2) Some games provide effective instruction for some tasks some of the time, but these results may not be generalizable to other games or instructional programs. (3) No evidence indicates that games are the preferred instructional method in all situations. (4) Instructional games are more effective if they are embedded in instructional programs that include debriefing and feedback. (5) Instructional support during play increases the effectiveness of instructional games. Recommendations: (1) The decision to use a game for instruction should be based on a detailed analysis of learning requirements and tradeoffs among alternate instructional approaches. (2) Program managers and procurement officials should insist that instructional game developers demonstrate how their game will support instructional objectives. (3) Games should be used as adjuncts and aids, not as stand-alone instruction. (4) Instructor-less a roaches (e.g., web-based instruction) must include all "instructor functions."

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Document Details

Document Type
Technical Report
Publication Date
Nov 01, 2005
Accession Number
ADA441935

Entities

People

  • Robert T. Hays

Organizations

  • Naval Air Warfare Center

Tags

Communities of Interest

  • Biomedical
  • Ground and Sea Platforms
  • Human Systems

DTIC Thesaurus Topics

  • Computer Programs
  • Computers
  • Educational Technology
  • Geography
  • Health Care
  • Information Systems
  • Instructions
  • Instructors
  • International Relations
  • Personnel Management
  • Psychology
  • Recreation
  • Social Sciences
  • Students
  • Trainees
  • Training Devices
  • Video Games

Fields of Study

  • Education

Readers

  • Game Theory.
  • STEM Education
  • Systems Analysis and Design