Qian and Clark. 2016. Game-based Learning and 21st century skills: A review of recent research
Qian, M., & Clark, K. R. (2016). Game-based learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50-58. doi:10.1016/j.chb.2016.05.023
The purpose of this paper was to conduct a literature review of the current research of 21 studies that were focused around game-based learning and 21st century skills as the outcome. “The findings suggest that a game-based learning approach might be effective in facilitating students’ 21st century skill development.” (p. 50). This paper also has some recommendations about what future researchers, teachers, and game designers should to about implementation of games as well as educational game design. Or rather that Game-Based Learning (GBL) is dependent on game design.
I want to use this study as a framework to understand if games can affect student’s acquisition of skills, and then what about these games help students develop skills. Also, what are the skills that they gain through playing games? Are video games effective games to help develop skills? Or are there better games that help students acquire skills?
The purpose of this paper was to conduct a literature review of the current research of 21 studies that were focused around game-based learning and 21st century skills as the outcome. “The findings suggest that a game-based learning approach might be effective in facilitating students’ 21st century skill development.” (p. 50). This paper also has some recommendations about what future researchers, teachers, and game designers should to about implementation of games as well as educational game design. Or rather that Game-Based Learning (GBL) is dependent on game design.
Specifically, game designs which feature a blending of established learning theories with game design elements proven successful in the entertainment game industry are most likely to lead to effective learning. With regard to game genres, design-based games tend to work better than simply having students play educational or entertainment games. (p. 56)The method used in this study was mostly based around research that had already happened. 29 studies were selected, and “[t]hese studies were diverse in terms of learning outcomes, game genres and participants’ ages, reflecting the wide range of interests in games for learning"(p. 53). Participants ages were younger than elementary schoolers all the way to adults, but “higher education” age was the most common group (in ⅓ of the studies). These studies were selected because they “targeted 21st century skills as outcomes”(p. 56).
I want to use this study as a framework to understand if games can affect student’s acquisition of skills, and then what about these games help students develop skills. Also, what are the skills that they gain through playing games? Are video games effective games to help develop skills? Or are there better games that help students acquire skills?
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