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Article Dans Une Revue (Article De Synthèse) Journal of Educational Computing Research Année : 2022

Entertainment Video Games for Academic Learning: A Systematic Review

Résumé

Entertainment video games are very popular among young audiences. Nevertheless, despite their potential to improve cognitive functioning, they are still studied rarely as a tool for digital game-based learning. To better understand video gaming practices’ value in the classroom, this article provides a systematic review of literature on the effect of entertainment video games on academic learning. Our literature search yielded 49 relevant intervention studies published between 2005 and 2019 that integrated entertainment video games into academic curricula from preschool to college. Our review revealed that entertainment video games can be an effective educational tool and are beneficial in almost all academic disciplines, particularly in foreign language and science. However, research on entertainment video gaming’s effects on academic learning is still not extensive enough and remains mostly qualitative. Future studies need to provide a quantitative approach to complete and confirm already-existing literature, particularly in the environmental and social sciences, physical education, and programming. Given entertainment video games’ popularity and benefits on cognition and learning, it seems essential to investigate their practical value further in the education sector and to determine the mechanisms that mediate their effects on academic learning.
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Dates et versions

hal-03635179 , version 1 (13-02-2024)

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Léa Martinez, Manuel Gimenes, Eric Lambert. Entertainment Video Games for Academic Learning: A Systematic Review. Journal of Educational Computing Research, 2022, 60 (5), pp.1083-1109. ⟨10.1177/07356331211053848⟩. ⟨hal-03635179⟩
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