Abstract

In recent years, a growing number of studies are being conducted into the effectiveness of digital game-based learning (DGBL). Despite this growing interest, there is a lack of sound empirical evidence on the effectiveness of DGBL due to different outcome measures for assessing effectiveness, varying methods of data collection and inconclusive or difficult to interpret results. This has resulted in a need for an overarching methodology for assessing the effectiveness of DGBL. The present study took a first step in this direction by mapping current methods used for assessing the effectiveness of DGBL. Results showed that currently, comparison of results across studies and thus looking at effectiveness of DGBL on a more general level is problematic due to diversity in and suboptimal study designs. Variety in study design relates to three issues, namely different activities that are implemented in the control groups, different measures for assessing the effectiveness of DGBL and the use of different statistical techniques for analyzing learning outcomes. Suboptimal study designs are the result of variables confounding study results. Possible confounds that were brought forward in this review are elements that are added to the game as part of the educational intervention (e.g., required reading, debriefing session), instructor influences and practice effects when using the same test pre- and post-intervention. Lastly, incomplete information on the study design impedes replication of studies and thus falsification of study results.

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