scholarly journals On Evaluating Social Learning Outcomes of Serious Games to Collaboratively Address Sustainability Problems: A Literature Review

2018 ◽  
Vol 10 (12) ◽  
pp. 4529 ◽  
Author(s):  
Robert-Jan den Haan ◽  
Mascha van der Voort

Serious games are increasingly explored as collaborative tools to enhance social learning on sustainable management of land and natural resources. A systematic literature review was conducted to examine the current state of the art of the different methods and procedures used to assess social learning outcomes of collaborative serious games. Forty-two publications were identified and included in the review following study selection and quality assessment steps. Extracted data from the publications were categorized in relation to five research questions. Approaches that were used to assess cognitive, normative, and relational learning outcomes of collaborative serious games were subsequently identified based on the categorizations. As a result, these approaches distinguished between the nature of learning in the assessment of collaborative serious games. Combined, these approaches provide an overview of how to assess social learning outcomes of collaborative serious games, including the methods and procedures that can be used, and may serve as a reference for scholars designing and evaluating collaborative serious games.

2020 ◽  
Vol 10 (21) ◽  
pp. 7859 ◽  
Author(s):  
Luis Salvador-Ullauri ◽  
Patricia Acosta-Vargas ◽  
Sergio Luján-Mora

Nowadays, serious games, called training or learning games, have been incorporated into teaching and learning processes. Due to the increase of their use, the need to guarantee their accessibility arises in order to include people with disabilities in the educational environments in an integral way. There are reviews of the literature on video games but not on web-based serious games. Serious games are different from the previous ones because their educational processes allow reinforcing learning. This literature review was conducted using the recommendations for systematic reviews proposed by Kitchenham and Petersen. Three independent reviewers searched the ACM Digital Library, IEEE Xplore, Scopus, and Web of Science databases for the most relevant articles published between 2000 and 2020. Review selection and extraction were made using an interactive team approach. We applied the study selection process’s flowchart adapted from the PRISMA statement to filter in three stages. This systematic literature review provides researchers and practitioners with the current state of web-based serious games and accessibility, considering cognitive, motor, and sensory disabilities.


2021 ◽  
Author(s):  
Simon Warsinsky ◽  
Manuel Schmidt-Kraepelin ◽  
Sascha Rank ◽  
Scott Thiebes ◽  
Ali Sunyaev

BACKGROUND In healthcare, using game-based intervention approaches to increase motivation, engagement, and overall sustainability of health behaviors is steadily becoming more common. The most prevailing approaches for such game-based interventions in healthcare research are gamification and serious games. Various researchers have discussed substantial conceptual differences between these two concepts, supported by empirical studies showing differences in the effects on specific health behaviors. However, researchers also frequently report cases where terms related to these two concepts are used ambiguously or even interchangeably. It remains unclear to which extent existing healthcare research explicitly distinguishes between gamification and serious games and whether it draws on existing conceptual considerations in order to do so. OBJECTIVE Our study aims to address this lack of knowledge by capturing the current state of conceptualizations of gamification and serious games in healthcare research. Furthermore, we provide tools for researchers to disambiguate reporting on game-based interventions. METHODS We employed a 2-step research approach. First, we conducted a systematic literature review of 206 studies published in the Journal of Medical Internet Research and its sister journals containing terms related to either gamification, serious games, or both. We analyzed their conceptualizations of gamification and serious games, as well as distinctions between the two concepts. Second, based on the literature review findings, we developed a set of guidelines for researchers reporting on game-based interventions and evaluated them with a group of 7 experts from the field. RESULTS Our results show that less than half of concept mentions are accompanied by an explicit definition. For the distinction between the two concepts, we identified 4 common approaches: implicit distinction, synonymous use of terms, serious games as gamified systems, and distinction based on the full game dimension. Our Game-based Intervention Reporting Guidelines (GAMING) consist of 25 items grouped into 4 topics: (1) Conceptual Focus, (2) Contribution, (3) Mindfulness about Related Concepts, and (4) Individual Concept Definitions. CONCLUSIONS Conceptualizations of gamification and serious games in healthcare literature are strongly heterogeneous, leading to conceptual ambiguity. Following the GAMING guidelines can support authors in rigorous reporting on study results of game-based interventions.


2021 ◽  
Vol 11 (24) ◽  
pp. 11811
Author(s):  
Christian Delgado-von-Eitzen ◽  
Luis Anido-Rifón ◽  
Manuel J. Fernández-Iglesias

Blockchain is one of the latest technologies attracting increasing attention from different actors in diverse fields, including the educational sector. The objective of this study is to offer an overview of the current state of the art related to blockchain in education that may serve as a reference for future initiatives in this field. For this, a systematic review of reference journals was carried out. Eleven databases were systematically searched and eligible papers that focused on blockchain in education that made significant contributions, and not only generic statements about the topic, were selected. As a result, 28 articles were analyzed. Lack of precision, and selection and analysis bias were then minimized by involving three researchers. The analysis of the selected papers provided invaluable insight and answered the research questions posed about the current state of the application of blockchain in education, about which of its characteristics can benefit this sector, and about the challenges that must be addressed. Blockchain may become a relevant technology in the educational field, and therefore many proofs of concept are being developed. However, there are still some relevant technological, regulatory and academic issues to be addressed to pave the way for the mainstream adoption of this technology.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Thibault Mirabel

PurposeThis paper reviews the evolution, current state and ongoing trends of the empirical literature on employee-owned firms (EOFs).Design/methodology/approachUsing a structured literature review methodology, I analyze 280 empirical publications on EOFs published in English peer-reviewed academic journals over the 1970–2019 period.FindingsTwo generations (before and after 2001) of the EOF empirical literature are identified and characterized in terms of authors, journals, topics, methods, targets, relations to theoretical modeling and countries studied. Two research trends are structuring the current generation: one investigating diverse research questions engaging EOFs as emblematic forms of social economy, and the other comparing EOFs to conventional firms to offer insights mainly into the seminal question of the EOF relative rarity.Research limitations/implicationsThe sample studied does not take into account articles written in languages other than English and does not include books.Originality/valueThis article displays the first structured literature review of the EOF empirical literature.


Informatics ◽  
2021 ◽  
Vol 8 (3) ◽  
pp. 43
Author(s):  
Fernando Reinaldo Ribeiro ◽  
Arlindo Silva ◽  
Ana Paula Silva ◽  
José Metrôlho

With the universal use of mobile computing devices, there has been a notable increase in the number of mobile applications developed for educational purposes. Gamification strategies offer a new set of tools to educators and, combined with the location services provided by those devices, allow the creation of innovative location-based mobile learning experiences. In this literature review, we conduct an analysis of educational mobile location-based games. The review includes articles published from January of 2010 to October of 2020, and from 127 records screened, 26 articles were analysed in full-text form. This analysis allowed us to answer the following six predefined research questions: Who are the target audiences for location-based games? In which subjects are location-based games most used? Which strategies are implemented with mobile devices to improve the student’s learning process? What are the main impacts of location-based games on students’ learning? What are the main challenges to the development of location-based games for education? What future tendencies and research opportunities can be identified from the analysis of the current state of the art?


2021 ◽  
Vol 4 ◽  
Author(s):  
Sebastian Wollny ◽  
Jan Schneider ◽  
Daniele Di Mitri ◽  
Joshua Weidlich ◽  
Marc Rittberger ◽  
...  

Chatbots are a promising technology with the potential to enhance workplaces and everyday life. In terms of scalability and accessibility, they also offer unique possibilities as communication and information tools for digital learning. In this paper, we present a systematic literature review investigating the areas of education where chatbots have already been applied, explore the pedagogical roles of chatbots, the use of chatbots for mentoring purposes, and their potential to personalize education. We conducted a preliminary analysis of 2,678 publications to perform this literature review, which allowed us to identify 74 relevant publications for chatbots’ application in education. Through this, we address five research questions that, together, allow us to explore the current state-of-the-art of this educational technology. We conclude our systematic review by pointing to three main research challenges: 1) Aligning chatbot evaluations with implementation objectives, 2) Exploring the potential of chatbots for mentoring students, and 3) Exploring and leveraging adaptation capabilities of chatbots. For all three challenges, we discuss opportunities for future research.


2017 ◽  
Vol 19 (3) ◽  
pp. 274-296 ◽  
Author(s):  
Sandra M Linder ◽  
Amber Simpson

This article presents the results of a literature review spanning 15 years (2000–2015), identifying empirical research relating to early childhood mathematics education. A total of 1141 articles were identified and examined in order to determine the current state of research in terms of location, participants, research questions, and the research methodology commonly used in this body of literature. Following a discussion of the overarching view of the literature, the authors present an analysis of a subsection of the literature, focusing on practicing and prospective teachers’ practice.


2019 ◽  
Vol 15 (1) ◽  
pp. 32-50 ◽  
Author(s):  
Jason G. Reitman ◽  
Maria J. Anderson-Coto ◽  
Minerva Wu ◽  
Je Seok Lee ◽  
Constance Steinkuehler

Accompanying esports’ explosion in popularity, the amount of academic research focused on organized, competitive gaming has grown rapidly. From 2002 through March 2018, esports research has developed from nonexistent into a field of study spread across seven academic disciplines. We review work in business, sports science, cognitive science, informatics, law, media studies, and sociology to understand the current state of academic research of esports and to identify convergent research questions, findings, and trends across fields.


Societies ◽  
2021 ◽  
Vol 11 (3) ◽  
pp. 70
Author(s):  
Costas S. Constantinou ◽  
Andrew Timothy Ng ◽  
Chase Beverley Becker ◽  
Parmida Enayati Zadeh ◽  
Alexia Papageorgiou

This paper presents the results of a narrative literature review on the use of interpreters in medical education. A careful search strategy was based on keywords and inclusion and exclusion criteria, and used the databases PubMed, Medline Ovid, Google Scholar, Scopus, CINAHL, and EBSCO. The search strategy resulted in 20 articles, which reflected the research aim and were reviewed on the basis of an interpretive approach. They were then critically appraised in accordance with the “critical assessment skills programme” guidelines. Results showed that the use of interpreters in medical education as part of the curriculum is scarce, but students have been trained in how to work with interpreters when interviewing patients to fully develop their skills. The study highlights the importance of integrating the use of interpreters in medical curricula, proposes a framework for achieving this, and suggests pertinent research questions for enriching cultural competence.


2021 ◽  
Vol 13 (15) ◽  
pp. 8430
Author(s):  
Lambros Mitropoulos ◽  
Annie Kortsari ◽  
Alexandros Koliatos ◽  
Georgia Ayfantopoulou

The hyperloop is an innovative land transport mode for passengers and freight that travels at ultra-high speeds. Lately, different stakeholders have been engaged in the research and development of hyperloop components. The novelty of the hyperloop necessitates certain directions to be followed toward the development and testing of its technological components as well the formation of regulations and planning processes. In this paper, we conduct a comprehensive literature review of hyperloop publications to record the current state of progress of hyperloop components, including the pod, the infrastructure, and the communication system, and identify involved EU stakeholders. Blending this information results in future directions. An online search of English-based publications was performed to finally consider 107 studies on the hyperloop and identify 81 stakeholders in the EU. The analysis shows that the hyperloop-related activities are almost equally distributed between Europe (39%) and Asia (38%), and the majority of EU stakeholders are located in Spain (26%) and Germany (20%), work on the traction of the pod (37%) and the tube (28%), and study impacts including safety (35%), energy (33%), and cost (30%). Existing tube systems and testing facilities for the hyperloop lack full-scale tracks, which creates a hurdle for the testing and development of the hyperloop system. The presented analysis and findings provide a holistic assessment of the hyperloop system and its stakeholders and suggest future directions to develop a successful transport system.


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