Abstract
Employing game as an educational tool facilitates teaching and learning in universities because games are engaging, immersive and provide the ability of simulating the real world for learners. This study conducts a systematic literature review on the previous research on the use of educational serious games for Information Technology (IT) subjects in universities to give us a better understanding of how games can influence learning performance. We searched a comprehensive set of keywords on several academic databases and found an initial set of 3437studies. Next, we excluded them on the basis of their title, abstract and full text, and eventually came up with 21 relevant studies. This paper provides some demographic analysis on the papers found. Furthermore, the IT subjects in which the games are used, the games employed and the outlets where these articles were published are specified to help IT teachers who are interested in applying these games in their subjects and researchers for further future work.
| Original language | English |
|---|---|
| Title of host publication | International Conference on Research in Science, Engineering and Technology (ICRSET’2013) |
| Publication status | Published - 2013 |
| Externally published | Yes |
| Event | International Conference on Research in Science, Engineering and Technology 2013 - Kuala Lumpur, Malaysia Duration: 13 Nov 2013 → 14 Nov 2013 |
Conference
| Conference | International Conference on Research in Science, Engineering and Technology 2013 |
|---|---|
| Abbreviated title | ICRSET’2013 |
| Country/Territory | Malaysia |
| City | Kuala Lumpur |
| Period | 13/11/13 → 14/11/13 |
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