The analysis of the data shows that: (a) most of the reviewed studies evaluated the usability and the acceptance of the game as well as the players’ enjoyment, (b) students from various educational grades, teachers, parents, public and combinations of the aforementioned groups participated in the surveys reported in the papers reviewed, while schools, universities or some educational events (e.g. These articles were analyzed across the following points: learning discipline of the empirical study, its context (sample, size of the sample, location of the survey, research method has been used, tools for data collection, learners’ characteristics), and its outcomes. Search terms identified 33 articles within ten large scientific electronic databases. This study is a ten-year critical review of empirical research on educational computer card games.
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