![]() ![]() In relation to that and of uttermost importance is the issue of how to design teaching and learning activities that includes robot technology in education. The use of digital technology in school settings is increasing every year, where one aspect of digital technology is robotics in education. 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. 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. However, research on entertainment video gaming’s effects on academic learning is still not extensive enough and remains mostly qualitative. 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. Our literature search yielded 49 relevant intervention studies published between 20 that integrated entertainment video games into academic curricula from preschool to college. 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. Nevertheless, despite their potential to improve cognitive functioning, they are still studied rarely as a tool for digital game-based learning. ![]() ![]() Entertainment video games are very popular among young audiences. ![]()
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