Digital games in engineering education: systematic review and future trends

被引:36
|
作者
Udeozor, Chioma [1 ]
Toyoda, Ryo [1 ]
Russo Abegao, Fernando [1 ]
Glassey, Jarka [1 ]
机构
[1] Newcastle Univ, Sch Engn, Newcastle Upon Tyne, Tyne & Wear, England
基金
欧盟地平线“2020”;
关键词
Engineering education; digital games; digital game-based learning; systematic review; SERIOUS GAMES; EMPIRICAL-EVIDENCE; COMPUTER GAMES; PLAY;
D O I
10.1080/03043797.2022.2093168
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The application of digital games in higher education is on the rise in engineering. With the recent COVID-19 restrictions and the move to virtual learning, the interest in and the need for virtual laboratories and technology-enhanced experiential learning tools like digital games are expected to rise. This paper presents a review of the current practices in digital game-based learning for engineering education. Most importantly, it provides insight into the application of digital game-based learning across diverse engineering disciplines. It also provides researchers and practitioners with insights into relevant journals and conferences, available games, research designs and assessment methods being used in digital game-based learning in the context of engineering. Based on predefined inclusion criteria, a total of 51 articles published within the last decade were analysed in detail. Software engineering education was found to evaluate the educational use of games most extensively. Eighteen empirical studies also reported some learning gains with digital games using different assessment methods. The findings of this review indicate increase in the dissemination of games research and possibly in the use of games for engineering education. This paper closes by highlighting future trends in digital game-based learning for engineering education.
引用
收藏
页码:321 / 339
页数:19
相关论文
共 50 条
  • [1] Software Engineering Education and Games: A Systematic Literature Review
    Kosa, Mehmet
    Yilmaz, Murat
    O'Connor, Rory V.
    Clarke, Paul M.
    JOURNAL OF UNIVERSAL COMPUTER SCIENCE, 2016, 22 (12) : 1558 - 1574
  • [2] A Systematic Review of Caribbean Digital Serious Games for Education
    Walcott, Paul A.
    2023 IEEE GAMING, ENTERTAINMENT, AND MEDIA CONFERENCE, GEM, 2023,
  • [3] A Systematic Review of Caribbean Digital Serious Games for Education
    Walcott, Paul A.
    2023 IEEE Gaming, Entertainment, and Media Conference, GEM 2023, 2023,
  • [4] TRENDS IN DIGITAL GAMES ON SPECIAL EDUCATION: A REVIEW OF INTERNATIONAL LITERATURE
    Ramos Oliveira, Joao Victor
    Pedrosa, Israel de Melo
    CADERNOS EDUCACAO TECNOLOGIA E SOCIEDADE, 2022, 15 (01): : 83 - 97
  • [5] Digital card games in education: A ten year systematic review
    Kordaki, Maria
    Gousiou, Anthi
    COMPUTERS & EDUCATION, 2017, 109 : 122 - 161
  • [6] TRENDS AND FUTURE DIRECTIONS IN ECONOMICS EDUCATION: A SYSTEMATIC REVIEW OF THE LITERATURE
    America, C.
    Skelly, L.
    10TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI2017), 2017, : 5628 - 5628
  • [7] The Impact of Digital Role-Playing Games in Engineering Education: A Preliminary Review
    Rosli, R. M. K. Raja
    Zakaria, A. F.
    2024 9TH INTERNATIONAL STEM EDUCATION CONFERENCE, ISTEM-ED 2024, 2024,
  • [8] Engineering Education: Future Trends and Advances
    Rosen, Marc A.
    RECENT ADVANCES IN ENGINEERING EDUCATION, 2009, : 20 - 20
  • [9] Engineering Education: Future Trends and Advances
    Rosen, Marc A.
    RECENT ADVANCES IN ENGINEERING EDUCATION, 2009, : 44 - 52
  • [10] FUTURE TRENDS IN ELECTRICAL ENGINEERING EDUCATION
    RYDER, JD
    PROCEEDINGS OF THE INSTITUTE OF RADIO ENGINEERS, 1962, 50 (05): : 957 - &