Serious games in science education: a systematic literature
Abstract
Teaching science through computer games, simulations, and artificial intelligence (AI) is an increasingly active research field. To this end, we conducted a systematic literature review on serious games for science education to reveal research trends and patterns. We discussed the role of Virtual Reality (VR), AI, and Augmented Reality (AR) games in teaching science subjects like physics. Specifically, we covered the research spanning between 2011 and 2021, investigated country-wise concentration and most common evaluation methods, and discussed the positive and negative aspects of serious games in science education in particular and attitudes towards the use of serious games in education in general.
Cite this
Mohib Ullah, Sareer Ul Amin, Muhammad Munsif, Muhammad Mudassar Yamin, Utkurbek Safaev, Habib Khan, … Habib Ullah (2022). Serious games in science education: a systematic literature. Virtual Reality & Intelligent Hardware. https://doi.org/10.1016/j.vrih.2022.02.001
@article{mohib2022serious,
title = {Serious games in science education: a systematic literature},
author = {Ullah, Mohib and Amin, Sareer Ul and Munsif, Muhammad and Yamin, Muhammad Mudassar and Safaev, Utkurbek and Khan, Habib and Khan, Salman Hameed and Ullah, Habib},
year = {2022},
journal = {Virtual Reality & Intelligent Hardware},
doi = {10.1016/j.vrih.2022.02.001}
}Citations in this library
Stored only when both papers are in the corpus — 124 citations exist upstream.