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Moving digital games for learning forward

Thomas Hainey (School of Engineering and Computing, University of the West of Scotland, Paisley, UK)

On the Horizon

ISSN: 1074-8121

Article publication date: 8 February 2016

604

Abstract

Purpose

The purpose of this study is to look at existing literature and empirical evidence to compile a number of viable research directions to move the study of digital games for learning forward.

Design/methodology/approach

This study uses a combination of the archival research methodology to present secondary empirical evidence and a large-scale survey methodology to present primary empirical evidence. The archival methodology reviewed a number of extensive systematic literature reviews, and the survey methodology specifically looked at single and multiplayer motivations for playing games in education. A synthesis of the secondary and primary research findings was produced.

Findings

The findings produced the following five viable research directions: more Randomised Controlled Trials (RCTs), more longitudinal studies, more studies investigating the pedagogical benefits of collaborative play, more studies investigating the pedagogical benefits of 2D and 3D games and more detailed evaluation frameworks.

Originality/value

This paper presents a synthesis of previous research and empirical evidence to produce a number of potential research directions to drive the study of digital games for learning in Higher Education (HE) forward.

Keywords

Citation

Hainey, T. (2016), "Moving digital games for learning forward", On the Horizon, Vol. 24 No. 1, pp. 132-136. https://doi.org/10.1108/OTH-08-2015-0037

Publisher

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Emerald Group Publishing Limited

Copyright © 2016, Emerald Group Publishing Limited

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