TY - JOUR
T1 - Effects of Game-Based Learning on Students’ Critical Thinking
T2 - A Meta-Analysis
AU - Mao, Weijie
AU - Cui, Yunhuo
AU - Chiu, Ming M.
AU - Lei, Hao
N1 - Publisher Copyright:
© The Author(s) 2021.
PY - 2022/1
Y1 - 2022/1
N2 - As past studies showed mixed results, this meta-analysis determined game-based learning’s overall effect on students’ critical thinking and tested for moderators, using 21 effect sizes from 20 empirical studies of 1,947 participants. The results showed that game-based learning had a significant positive overall effect on students’ critical thinking (g = 0.863, k = 21) and showed significant heterogeneity among effect sizes. Among game types, role-playing games yielded the largest mean effect size (g = 1.828, k = 5). The effect size of game-based learning was larger for critical thinking disposition (g = 1.774, k = 4) than critical thinking skill (g = 0.661, k = 17). Game-based learning also had a larger effect on students in collectivistic countries (g = 1.282, k = 10) than those in individualistic countries (g = 0.432, k = 10). Furthermore, this effect size was larger in later publication years. Lastly, the effect size of game-based learning on critical thinking was larger for studies published in journal articles (g = 1.154, k = 13) than theses (g = 0.378, k = 8).
AB - As past studies showed mixed results, this meta-analysis determined game-based learning’s overall effect on students’ critical thinking and tested for moderators, using 21 effect sizes from 20 empirical studies of 1,947 participants. The results showed that game-based learning had a significant positive overall effect on students’ critical thinking (g = 0.863, k = 21) and showed significant heterogeneity among effect sizes. Among game types, role-playing games yielded the largest mean effect size (g = 1.828, k = 5). The effect size of game-based learning was larger for critical thinking disposition (g = 1.774, k = 4) than critical thinking skill (g = 0.661, k = 17). Game-based learning also had a larger effect on students in collectivistic countries (g = 1.282, k = 10) than those in individualistic countries (g = 0.432, k = 10). Furthermore, this effect size was larger in later publication years. Lastly, the effect size of game-based learning on critical thinking was larger for studies published in journal articles (g = 1.154, k = 13) than theses (g = 0.378, k = 8).
KW - critical thinking
KW - game-based learning
KW - meta-analysis
KW - moderating analysis
UR - https://www.scopus.com/pages/publications/85105494012
U2 - 10.1177/07356331211007098
DO - 10.1177/07356331211007098
M3 - 文章
AN - SCOPUS:85105494012
SN - 0735-6331
VL - 59
SP - 1682
EP - 1708
JO - Journal of Educational Computing Research
JF - Journal of Educational Computing Research
IS - 8
ER -