ANALYSING DIGITAL GAME BASED LEARNING IN PRIMARY EDUCATION IN PEDAGOGICAL AND EDUCATIONAL TERMS: A SYSTEMATIC LITERATURE REVIEW OF THE MOST RECET RESEARCHES

Postgraduate Thesis uoadl:2959630 115 Read counter

Unit:
Κατεύθυνση Τεχνολογίες της Πληροφορίας και της Επικοινωνίας για την Εκπαίδευση
Library of the School of Education
Deposit date:
2021-08-22
Year:
2021
Author:
Koutantou Maria
Supervisors info:
Ραγκούση Μαρία, Καθηγήτρια, Τμήμα ηλεκτρολόγων και ηλεκτρονικών μηχανικών, Σχολή Μηχανικών Πανεπιστήμιο Δυτικής Αττικής
Original Title:
ΑΝΑΛΥΟΝΤΑΣ ΤΗ ΜΑΘΗΣΗ ΤΗ ΒΑΣΙΣΜΕΝΗ ΣΤΟ ΨΗΦΙΑΚΟ ΠΑΙΧΝΙΔΙ (DIGITAL GAME-BASED LEARNING) ΣΤΗΝ ΠΡΩΤΟΒΑΘΜΙΑ ΕΚΠΑΙΔΕΥΣΗ ΑΠΟ ΠΑΙΔΑΓΩΓΙΚΗ ΚΑΙ ΜΑΘΗΣΙΑΚΗ ΑΠΟΨΗ : ΜΙΑ ΣΥΣΤΗΜΑΤΙΚΗ ΕΠΙΣΚΟΠΗΣΗ ΤΩΝ ΠΡΟΣΦΑΤΩΝ ΕΡΕΥΝΩΝΗ
Languages:
Greek
Translated title:
ANALYSING DIGITAL GAME BASED LEARNING IN PRIMARY EDUCATION IN PEDAGOGICAL AND EDUCATIONAL TERMS: A SYSTEMATIC LITERATURE REVIEW OF THE MOST RECET RESEARCHES
Summary:
It is known that Digital Game-Based Learning (DGBL) is increasingly used in modern Education. The purpose of this dissertation is to provide a systematic review of recently published researches studying digital game-based Learning specifically in Primary Education. The methodology of Pai et al. and Kitchenham are adopted with small amendments. 87 surveys are collected, selected and analyzed, which were published in the last four years (2017 - 2020). The purpose of the analysis is to draw conclusions regarding the effect of DGBL on both learning outcomes and the social and higher level / metacognitive skills of Primary school students. In addition, the way of integrating and using the digital game in the didactic practice is investigated. Specific objectives are to investigate (a) the axes of DGBL outcomes the surveys under consideration study (acquisition / retrieval of knowledge, social skills, engagement, satisfaction, motivation, metacognitive skills) and vice versa (b) which axes have not been studied, and therefore proposed as the subject of study in future research.
The main issues that are researched in the context of the research work, are whether the digital game facilitates the cultivation of children's cognitive and metacognitive skills, whether the collaborative practices of learning and interaction between children are promoted and whether they entertain the process. In this context, issues related to the type and category of digital game, the place of application of DGBL, the course / subject in which it is applied, the adopted / supported learning theory and the methodology / educational scenario that are called to support, are analyzed and investigated.
The analysis of the results highlights the strong positive effect of DGBL practically in all the above axes, with no to minimal negative results. The findings of the present study indicate that if the digital game is utilized within the appropriate context and by trained teachers, it is a dynamic tool with many promising results.
Main subject category:
Technology - Computer science
Keywords:
Digital game, digital game based learning, educational game, learning outcomes, social skills, metacognitive skills, motivation, learning theories, systematic literature review
Index:
No
Number of index pages:
0
Contains images:
Yes
Number of references:
257
Number of pages:
129
File:
File access is restricted only to the intranet of UoA.

ΜΚΔιπλωματική Εργασία Μαρία Κουτάντου_2021-05-30.pdf
3 MB
File access is restricted only to the intranet of UoA.