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| Content Provider | Taylor & Francis Online |
|---|---|
| Author | Johnston, Elizabeth Evans, Sally Kebritchi, Mansureh Heflich, David A. Wang, Shuyan Turner, Patrick E. |
| Abstract | Technological advances have provided educational institutions the capability to explore various online teaching strategies such as digital games in the classroom. Though games can be used to engage various learning styles and behaviors, the platform is mainly practiced at the secondary educational grade level with traditional-aged students. Little research literature exists that explores the influence of digital game-based learning on the academic achievement of nontraditional undergraduate students. An extensive literature review of 77 articles was conducted using the procedure developed in Cooper’s Taxonomy (1998) for analyzing and synthesizing literature. Cooper’s system involved (a) formulating the problem, (b) collecting data, (c) evaluating data appropriateness, (d) analyzing and interpreting relevant data, and (e) organizing and presenting the results. This scoping literature review explores how digital games can be used in the educational environment to support the learning of nontraditional students. |
| File Format | PDF HTM / HTML |
| Journal | Cogent Education |
| Volume Number | 5 |
| Issue Number | 1 |
| Language | English |
| Publisher | Cogent |
| Publisher Date | 2018-03-06 |
| Access Restriction | Open |
| Subject Keyword | Nontraditional students Computer games Academic achievement Motivation Retention Higher education Part-time student Post-secondary education Gamification Game-based learning |
| Content Type | Text |
| Resource Type | Article |
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