game-based learning in science education: a review of relevant research
TRANSCRIPT
Game-Based Learning in Science Education: A Reviewof Relevant Research
Ming-Chaun Li • Chin-Chung Tsai
� Springer Science+Business Media New York 2013
Abstract The purpose of this study is to review empirical
research articles regarding game-based science learning
(GBSL) published from 2000 to 2011. Thirty-one articles
were identified through the Web of Science and SCOPUS
databases. A qualitative content analysis technique was
adopted to analyze the research purposes and designs,
game design and implementation, theoretical backgrounds
and learning foci of these reviewed studies. The theories
and models employed by these studies were classified into
four theoretical foundations including cognitivism, con-
structivism, the socio-cultural perspective, and enactivism.
The results indicate that cognitivism and constructivism
were the major theoretical foundations employed by the
GBSL researchers and that the socio-cultural perspective
and enactivism are two emerging theoretical paradigms
that have started to draw attention from GBSL researchers
in recent years. The analysis of the learning foci showed
that most of the digital games were utilized to promote
scientific knowledge/concept learning, while less than one-
third were implemented to facilitate the students’ problem-
solving skills. Only a few studies explored the GBSL
outcomes from the aspects of scientific processes, affect,
engagement, and socio-contextual learning. Suggestions
are made to extend the current GBSL research to address
the affective and socio-contextual aspects of science
learning. The roles of digital games as tutor, tool, and tutee
for science education are discussed, while the potentials of
digital games to bridge science learning between real and
virtual worlds, to promote collaborative problem-solving,
to provide affective learning environments, and to facilitate
science learning for younger students are also addressed.
Keywords Science education � Science learning �Game-based learning � Digital games
Introduction
With the prevalence of game playing among children and
young people, the potentials of using digital games to
facilitate learning have been suggested by researchers and
educators alike (e.g., Gee 2007; Oblinger 2004; Prensky
2001; Squire and Jenkins 2003). Learning occurs naturally
while playing games. As stated by Gee (2007), ‘‘you can-
not play a game if you cannot learn it’’ (p. 3). Although fun
and entertainment are generally what first attract people to
games, the engaging learning experience of game playing
is contributed to by the effective principles or approaches
embedded in game designs to facilitate positive learning
outcomes (Becker 2007; Gee 2007). Gee (2007) proposed
36 learning principles (e.g., active and critical learning
principle, multiple routes principle, and situated meaning
principle) for game design. Becker (2007) indicated that
good games already embrace sound learning approaches
(e.g., Gagne’s ‘‘Nine Events of Instruction’’ and Bruner’s
psycho-cultural approach). However, pedagogical princi-
ples alone cannot constitute an interesting and attractive
game that motivates people to play. The characteristics of
digital games (e.g., goals, rules, interactivity, feedback, and
M.-C. Li (&)
Graduate Institute of Applied Science and Technology, National
Taiwan University of Science and Technology, #43, Sec. 4,
Keelung Rd., Taipei 106, Taiwan
e-mail: [email protected]; [email protected]
C.-C. Tsai (&)
Graduate Institute of Digital Learning and Education, National
Taiwan University of Science and Technology, #43, Sec. 4,
Keelung Rd., Taipei 106, Taiwan
e-mail: [email protected]
123
J Sci Educ Technol
DOI 10.1007/s10956-013-9436-x
challenges) also play important roles in making games
engaging (Prensky 2001). Together with these character-
istics and effective learning principles, well-designed dig-
ital games are able to motivate and promote effective
learning by providing opportunities for players to actively
and critically experience, practice, and reflect on their ideas
in a problem-based, situated, and low-risk context (Gee
2007; Oblinger 2004; Squire and Jenkins 2003). As pre-
dicted in ‘‘The 2011 Horizon Report’’ (Johnson et al.
2011), game-based learning is likely to become one of the
mainstreams in the coming 2–3 years.
The effectiveness of game-based learning has been
reviewed in several studies. Vogel et al. (2006) conducted a
meta-analysis and concluded that those students who used
computer games or interactive simulations showed better
results in cognitive gains and attitudes toward learning than
those who experienced traditional instruction. Divjak and
Tomic (2011) reviewed studies that adopted computer
games to promote mathematics learning and found positive
impacts of the games on students’ learning outcomes and
their motivation and attitude toward mathematics. More-
over, Young et al. (2012) review provided evidence to
support the effectiveness of using video games on lan-
guage, history, and physical education. In Mayer and
Johnson’s (2010) and Egenfeldt-Nielsen’s (2006) reviews
of related research, digital games were also found to be
helpful in improving spatial cognition, visual attentional
processing, perceptual-motor skills, and problem solving
skills as well as facilitating changes in everyday habits
(e.g., eating habits).
The capability of digital games to raise students’ moti-
vation and to facilitate their learning in an engaging and
joyful manner has drawn the attention of the community of
science education. Researchers have indicated the disad-
vantages of traditional science teaching, namely that stu-
dents’ interest and willingness to study science is likely to
be diminished when their learning is decontextualized and
requires mainly rote memorizing (Honey and Hilton 2011;
Mayo 2007). As a result, students might not be sufficiently
prepared with the important knowledge and abilities (e.g.,
critical thinking and problem-solving abilities) needed for
the 21st century. To deal with the abovementioned prob-
lem, learning by playing digital games has been advocated
as a promising approach to implementing science educa-
tion (e.g., Barab and Dede 2007; Maxmen 2010; Mayo
2007). There are already a number of educational games
created for science learning. For example, Quest Atlantis
(http://www.questatlantis.org) and River City (http://muve.
gse.harvard.edu/rivercityproject) provide 3D multi-user
virtual game worlds where students learn scientific knowl-
edge and inquiry skills by accomplishing assigned tasks.
Other digital games, such as SURGE (https://sites.google.
com/site/surgeuniverse2) and Supercharged! (http://www.
educationarcade.org/supercharged), provide a closed game
world with specific game goals and rules to engage students
in science learning. Research on game-based learning in
science education is also emerging.
To demonstrate the potential of digital games for sci-
ence learning, Clark et al. (2009) organized the results
found in the related studies into four learning aspects
including ‘‘conceptual and process skills learning,’’ ‘‘epis-
temological understanding,’’ ‘‘attitude, identity, and moti-
vation,’’ and ‘‘optimal structuring of games for learning.’’
Although the findings from these studies suggest a prom-
ising future for game-based learning in science education,
there is a lack of coherent and comprehensive evidence to
support the effectiveness of this new learning technology
and to inform the improvement of its design for learning
(Honey and Hilton 2011). Even though there is a research
trend in game-based learning, with studies in science
learning increasing during the period 2006–2010 (Hwang
and Wu 2012), this body of research is still relatively small.
The challenges to synthesize the studies of game-based
science learning (GBSL) also come from the rapid devel-
opment of the technology, and other methodology issues
such as unclear descriptions of the context in which the
games were adopted, small sample size, the variety of
research methods, and the appropriateness of the instru-
ments to assess learning outcomes (Clark et al. 2009;
Honey and Hilton 2011). In Clark et al. (2009) review, they
provided detailed descriptions of individual studies to
illustrate different aspects of learning results. However,
they did not make further synthesis of those studies.
Moreover, the studies included in their review seemed not
be systematically identified from the literature source. In
addition, most of the published review studies of game-
based learning were mainly focused on the learning
effectiveness or the outcomes classifications (Clark et al.
2009; Connolly et al. 2012; Divjak and Tomic 2011;
O’Neil et al. 2005; Vogel et al. 2006; Young et al. 2012).
Only few studies provided review on aspects other than
learning outcomes (e.g., game genre, purpose of game,
study design, learning domain, and target learners)
(Connolly et al. 2012; Hwang and Wu 2012). To gain more
insights into the current status of GBSL, the purpose of this
review study is to analyze the existing GBSL literature
from a more systematic perspective using a qualitative
analysis approach.
In this study, GBSL research was explored from mul-
tiple aspects. As stated by Mayer and Johnson (2010),
game-based learning researchers were generally interested
in investigating the learning outcomes of educational
computer games, the effectiveness of using games com-
pared to conventional instructional media, or the design of
game features to promote learning. In addition, various
research designs were found to be employed in game-based
J Sci Educ Technol
123
learning literature (Connolly et al. 2012). Therefore, the
investigation of research purposes and their corresponding
research designs will provide an overview of current GBSL
research interests. Two other important aspects that seemed
to be overlooked by previous review studies were also
explored. One is the way how games were designed and
implemented. The other one is the pedagogies or instruc-
tional designs embedded in the games that should play a
critical role to make effective learning (Becker 2007;
Divjak and Tomic 2011; Gee 2007). Since digital games
were used to achieve various learning outcomes (Connolly
et al. 2012), what learning outcomes were stressed by
GBSL researchers is also the interest of this current review.
In this study, four main questions are used to guide the
analysis of the literature:
1. What are the research purposes and designs of the
GBSL studies?
2. How are the digital games designed and implemented
to promote science learning?
3. What are the theoretical foundations of the GBSL
studies?
4. What are the foci of the GBSL studies in terms of
learning?
Methodology
Paper Selection and Analysis
In this review, the Web of Science and SCOPUS database
were used to search for GBSL research articles published
from 2000 to 2011. The Web of Science provides a com-
prehensive coverage of high quality and high impact
journals from multidisciplinary including science educa-
tion and educational technology. When using the Web of
Science database, journals indexed in Science Citation
Index Expanded and Social Sciences Citation Index were
searched for the reviewed literature. To extend the cover-
age of GBSL studies, the SCOPUS database was used as
the second literature source. SCOPUS is stated as the
largest abstract and citation database of peer-reviewed
research literature and quality web sources. To ensure the
quality of the studies reviewed, the search of the literature
was limited to journal articles only. Moreover, only articles
written in English were targeted due to a lack of compre-
hension of other languages.
The search of the literature was carried out in January
2012. The reviewed research papers were identified
through the following procedures. First, the same keywords
were used to search both databases. A set of keywords
regarding science learning was used in combination with
the keyword game by employing the Boolean operator
‘‘AND.’’ The keywords for science learning were science
learning, learning science, science teaching, teaching sci-
ence, science education, science instruction, biology learn-
ing, physics learning, chemistry learning, biology teaching,
physics teaching, chemistry teaching, biology educa-
tion, physics education, chemistry education, biology
instruction, physics instruction, and chemistry instruction.
The Boolean operator ‘‘OR’’ was adopted to combine all
these science learning keywords. In addition, another com-
bination of keywords (i.e., science ‘AND’ game-based
learning) were used to identify papers that focused on game-
based learning but which did not clearly emphasize science
education. The keyword search resulted in 203 articles for
further selection.
Following the keyword search, the researchers read
through the titles and abstracts of the articles to select
target papers that met the following criteria: (1) imple-
menting at least one specific digital game, (2) the use of the
digital game should be related to science education, (3)
providing empirical evaluations or descriptions of students’
learning process or outcomes, and (4) the full text of the
article should be available either in paper or electronic
format. If sufficient information for selecting the articles
was not provided in the abstracts, the researchers then went
through the major parts of the articles (e.g., methodology
and results) to make the judgments. Several exclusion
criteria listed below were also employed to screen out those
articles that were not to be reviewed in this study.
• The research did not target student groups. If a study
investigated different groups of participants, only the
instruction and results in relation to students’ learning
were reviewed.
• The digital games were specifically used for the
professional learning of computer science, engineering,
or medical education.
• The main focus of the research was on game develop-
ment, and no essential outcome data were provided
(e.g., only quoting some conversation among students
or stating in a few sentences the implementation
results).
• The authors of the articles neither identified the
software or environment clearly as a digital game nor
provided enough information to verify its game
characteristics.
By adopting the above-mentioned criteria, 31 empirical
papers that employed digital games to promote students’
science learning were identified for review. In other words,
172 studies initially included but finally were excluded
from this review. Among 172 articles that were screened
out from this review, 133 of them did not employ digital
games and/or did not promote science learning. The rest of
39 articles were excluded because they did not conduct
J Sci Educ Technol
123
empirical research (n = 28), did not provide corresponding
data (n = 2), did not target on students’ learning (n = 8),
or had no full text available (n = 1). The 31 articles
qualified for this review are listed in ‘‘Appendix’’.
It should be noted that the papers selected for the current
review were limited to journal articles included in the Web
of Science and SCOPUS database that published from 2000
to 2011. As publishing timelines in journal are relatively
long, studies that investigate new emerging technologies
(e.g., multi-touch technology) or issues regarding GBSL
might be missing from this review. There should be also
relevant research that was not included in the literature
source of this review. While the keywords used to search
for the literature might also limit the scope of articles, this
study has set the keywords as broad as possible to contain
related GBSL studies.
The identified articles were analyzed using a content
analysis technique. The key information corresponding to
the research questions was first identified from each study.
This information was then categorized based on the coding
framework and presented with frequencies along with
detailed descriptions. For example, after research designs
were identified for individual studies, the number of studies
of each design was reported, and the example studies were
described to illustrate the designs. According to the
research questions stated previously, the research purposes
and designs, designs and implementations of the digital
games, and the theoretical foundations and learning foci
were identified from the content of the studies. The
research purposes and designs were identified according to
the research questions and designs of the studies. The
designs of the digital games were classified into single-
player or multi-player games based on the game descrip-
tions provided in the articles. Digital games that were
developed in conjunction with distinguishing technologies
(i.e., mobile or augmented reality technologies) were also
identified. In addition, the implementations of digital
games were explored from two aspects including the
approaches of game use in GBSL and the ways students
were assigned to play the games.
Moreover, the theoretical foundations and learning foci
of these GBSL studies were investigated and synthesized.
Egenfeldt-Nielsen’s (2006) suggested that different learn-
ing aspects will be stressed in digital games when different
learning perspectives (e.g., cognitivism and socio-cultural
approach) are adopted. However, the connections between
the pedagogies and learning foci have not been explored in
previous review studies. In this study, the attempts were
not only to categorize the theoretical foundations and
learning foci of each study, but also to explore whether the
theories employed in the studies will lead to different
emphases of learning. For example, as researchers adopted
cognitivist learning approach, their learning foci were on
scientific knowledge/concept learning (e.g., Johnson and
Mayer 2010), scientific processes (Spires et al. 2011),
problem-solving (e.g., Moreno and Mayer 2005), affect
(e.g., Ting 2010), or engagement (e.g., Annetta et al. 2009).
Other researchers who employed socio-cultural perspective
emphasized scientific knowledge/concept learning (e.g.,
Johnson and Mayer 2010) and scientific processes (Spires
et al. 2011). The content analysis procedures of these two
parts are illustrated separately as follows. All of the content
analyses conducted by the first author of this study were
validated by the other author who is an experienced
researcher specializing in both science education and dig-
ital learning.
Analysis of Theoretical Foundations
Since the theoretical foundations described by the
researchers varied in depth and detail, the theories, models,
approaches, or principles mentioned in the studies across
the introduction, literature, and method sections were all
first recorded as they were stated in the articles. It was
intended to identify the hierarchical relationships of these
theoretical backgrounds from the conceptualized theory
level to specific instructional principles/methods. The
analysis was based on the four levels of theoretical back-
ground including theory, model/assumption, approach, and
principle/method.
The analysis began with the theories that were explicitly
indicated in the articles. These theories were directly
classified into theory level. For example, Wrzesien and
Raya (2010) employed Kolb’s experiential learning theory
and Gardner’s Theory of Multiple Intelligence in game
design. When a theoretical foundation was not yet devel-
oped to the theoretical level, the foundation was then
classified into the level that could represent it most
appropriately. For example, CSCL (computer-supported
collaborative learning) adopted by Echeverrıa et al. (2011)
was identified as a ‘‘model’’ that illustrated the interaction
of learners. The narrative-centered learning employed by
Spires et al. (2011) was identified as an ‘‘approach’’ that
utilized the storyline and dialogues to create a sense of
immersion for game players. Moreover, Moreno and Mayer
(2000) compared the effect of personalized and neutral
explanations on students’ learning in a multimedia game.
The personalized explanation was identified as a ‘‘princi-
ple/method’’ to design the game mechanism.
For those articles that stated specific models, approa-
ches, or principles but which did not specify the upper
levels of their theoretical foundations, the connections and
hierarchical relationships between the theories and these
foundations were identified according to the literature. For
example, Moreno and Mayer (2000) studied self-referential
effect when comparing the learning outcomes of
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personalized messages and neutral messages embedded in
the game. The personalization of messages was one of the
multimedia principles for fostering generative processing
based on the assumption of limited capacity of the Cogni-
tive theory of multimedia learning. However, in their study,
Moreno and Mayer did not explicitly state the upper theo-
retical levels (i.e., theory, model/assumption, approach) of
this principle. In this case, the theoretical foundation of
Moreno and Mayer’s study was then identified from the
theory level (Cognitive theory of multimedia learning),
model/assumption level (limited capacity), approach level
(fostering generative processing), to the principle/method
level (personalization). When a theoretical foundation was
described generally or roughly without indication of spe-
cific theory, model, etc., the foundation was later catego-
rized into a broader learning perspective. For example,
Nilsson and Jakobsson (2011) proposed a sociocultural
framework to explore students’ science learning in a com-
puter game without further specifying particular theory or
model. This study was later classified under the socio-cul-
tural learning perspective.
After the levels of the theoretical foundations were
identified, a broader level regarding learning perspectives
was used to synthesize these theories or models. Four
learning perspectives embedded in these theoretical foun-
dations were elicited including cognitivism, constructiv-
ism, the socio-cultural perspective, and enactivism. A
description and example studies of each learning perspec-
tive are presented in Table 1. The first two learning per-
spectives have been well established in the literature. The
theories of cognitivism focus on the individual’s cognitive
process, while the constructivist learning theories empha-
size the active knowledge construction of individuals. The
socio-cultural learning perspective has started to draw
attention from educational technology researchers and
stresses the interactions between learners and their sur-
rounding contexts. The last is enactivism, a newly pro-
posed learning perspective suggested by Li (2010) and Li
et al. (2010). Enactivism is rooted in phenomenology and
biology and embraces an eastern philosophy that mind,
body, and the world are inseparable (Li et al. 2010).
Analysis of Learning Foci
The learning foci of the studies were mainly identified
through the research purposes, questions, or hypotheses
and sometimes through research instruments and results
when necessary. Although various outcomes were usually
collected and analyzed in the reviewed studies, the learning
foci targeted here were the major learning objectives of
these studies regarding science learning. The identified
learning foci were then classified into six categories drawn
from the literature of science learning and digital learning
(Alsop and Watts 2003; Fredricks et al. 2004; OECD 2003;
Osborne et al. 2003; Stone and Glascott 1997). These six
categories are scientific knowledge/concept, scientific
processes, problem-solving, affect, engagement, and socio-
contextual learning. The first three categories that empha-
size the cognitive aspects of science learning were derived
from the assessment framework proposed by the Pro-
gramme for International Student Assessment (PISA) with
regard to scientific literacy and problem solving (OECD
2003). In addition to the cognitive aspects of science
learning, the affect stressed by educational specialists and
science educators (e.g., Alsop and Watts 2003; Osborne
et al. 2003; Stone and Glascott 1997) was identified as the
fourth category of learning foci. Since digital games are
thought to provide engaging experience for players (Gee
2007; Jayakanthan 2002; Prensky 2001; Rieber et al. 1998),
engagement in learning is another learning focus under
Table 1 The categories and descriptions of learning perspectives
Learning
perspective
Description Example studies
Cognitivism Theories/models/approaches/principles that emphasize knowledge acquisition, mental
structure construction, and information processing of individuals and the factors that
would promote their active involvement (Ertmer and Newby 1993)
Moreno and Mayer (2005)
Cognitive theory of
multimedia learning
Ting (2010)—Interest for
learning
Constructivism Theories/models/approaches/principles that emphasize individuals’ active construction of
knowledge through their experience and interpretation occurring in a situated context
(Ertmer and Newby 1993)
Barab et al. (2009)—
Transformational play
Miller et al. (2006)—Problem-
based learning
Socio-cultural
perspective
Theories/models/approaches/principles that emphasize the interactions between learning
and the social, cultural, historical, and institutional context in which it occurs
(O’Loughlin 1992)
Spires et al. (2011)—Activity
theory
Enactivism Theories/models/approaches/principles that emphasize the integral nature of mind, body,
and the world that learning is through acting and participating (Li 2010; Li et al. 2010)
Li (2010)—Enactivism
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123
investigation. According to Fredricks et al. (2004), engage-
ment is a multidimensional phenomenon that entails
behavioral, emotional, and cognitive aspects. Because the
previous stated five categories are limited to considering
individual learners’ learning, the last category (i.e., socio-
contextual learning) was added to represent the social or
contextual focus of learning. As stressed by the OECD
(2003), it is also important to take situations or contexts into
account when students learn or use scientific knowledge and
processes and solve problems. The description and example
studies of each learning focus are presented in Table 2.
The classifications of learning foci were identified
considering both the data collected and the way they were
analyzed. For example, in Hickey et al. (2009) study, open-
ended problem-solving activities were employed to evalu-
ate students’ learning outcomes. However, the rubric was
used to assess only the concepts that students utilized to
answer the questions, but not the problem-solving process
performed during the activities. In this study, the learning
focus was categorized as scientific knowledge/concept. In
another study conducted by Spires et al. (2011), although
they designed game tasks asking students to solve prob-
lems, their result analyses focused on investigating the
relationships among students’ hypothesis testing strategies,
science content learning improvements, and in-game per-
formance. According to the descriptions of the learning foci,
hypothesis testing was identified as scientific processes.
Moreover, the in-game performance was represented by the
number of goals completed in the game and viewed by
Spires et al. as an indicator of the students’ behavioral
engagement. Therefore, the learning foci of this study were
classified as scientific processes, scientific knowledge/con-
cept, and engagement, respectively.
Results
The analysis results of these reviewed studies are presented
in the following subsections. First, an overview of the
GBSL studies is provided. Next, the results are organized
to answer the four research questions of this study:
(1) What are the research purposes of the GBSL studies?
(2) How are the digital games designed and implemented to
promote science learning? (3) What are the theoretical
foundations of the GBSL studies? (4) What are the foci of
the GBSL studies in terms of learning? Lastly, the results
of the cross-analysis of the theoretical foundations and
learning foci are illustrated.
Overview of the Reviewed Studies
The background information of the reviewed studies is
presented in the Appendix. Among 31 reviewed papers, 25
were published after 2006, with 11 published in 2011. All
of these articles were published in 18 peer-reviewed jour-
nals. Most of the articles were published in three journals:
Table 2 The categories and descriptions of learning focus
Learning focus Description Example studies
Scientific
knowledge/
concept
To obtain or increase the knowledge or concepts (e.g., facts, ideas, models,
relationships) of a targeted science domain (e.g., physics, chemistry,
biology, earth science)
Barab et al. (2007)—Scientific formalisms
Hsu et al. (2011)—Light and shadow
Scientific
processes
To learn or perform the scientific methods including observing, explaining,
predicting, investigating, interpreting and concluding
Spires et al. (2011)—Hypothesis testing
strategies used in the game
Squire and Jan (2007)—Scientific thinking
(Argumentation)
Problem-
solving
To learn to solve problems or to perform the cognitive process of problem-
solving (e.g., understanding, characterizing, representing, solving,
reflecting, communicating and reasoning)
Moreno and Mayer (2000)—Results of
answering problem-solving questions about
lightening
Nilsson and Jakobsson (2011)—How students
use and apply scientific concepts and theories to
create a sustainable future city
Affect To investigate the affective side of science learning such as attitude,
motivation, and interest
Ting (2010)—Interest for learning
Li (2010)—Emotions experienced during game
making project
Engagement To investigate students’ involvement in learning including cognitive,
affective, and behavioral engagement
Lim et al. (2006)—Learning engagement during
game activity
Spires et al. (2011)—In-game performance
(behavioral engagement)
Socio-
contextual
learning
To emphasize the social or contextual aspects of science learning Khalili et al. (2011)—Collaboration skills
Squire and Klopfer (2007)—Understanding the
socially situated nature of science
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Journal of Science Education and Technology (6 articles),
Computers & Education (5 articles), and Journal of Edu-
cational Psychology (4 articles). There were 32 different
digital games used in these studies. Most of the researchers
only adopted one digital game in their studies with two
exceptions that adopted multiple games for students to
learn different concepts (Tuysuz 2009; Yien et al. 2011).
More than half of the studies implemented digital games or
game making software to facilitate the learning of physics
(10 studies) and biology (7 studies). The other learning
subjects were ecological science (4 studies), neuroscience
(4 studies), environmental education (3 studies), earth
science (1 study), chemistry (1 study), and nutrition edu-
cation (1 study). Except for the popular commercial games
used by Nilsson and Jakobsson (2011) and Ting (2010), the
rest of the digital games were developed by the science
teaching experts or research teams themselves. The par-
ticipants of these studies were mainly high school or uni-
versity students. Only one study, conducted by Hsu et al.
(2011), implemented a computer game to teach pre-
schoolers about light and shadow.
Research Purposes and Designs of the GBSL Studies
The research purposes of these reviewed studies could be
classified into 5 different categories including (1) com-
paring different designs of game mechanisms, (2) com-
paring digital games with other learning methods, (3)
evaluating game implementation, (4) improving game
design, and (5) investigating game-making outcomes. The
research purpose of each study is listed in Table 3. The
evaluation of game implementation was the most studied
Table 3 Research purposes of the GBSL studies
Author(s) (year) Comparing game
mechanism design
Comparing games with
other learning methods
Game
implementation
Game design
improvement
Investigating
game-making
Anderson and Barnett (2011) X
Annetta et al. (2009) X
Barab et al. (2007) X
Barab et al. (2009) X
Carr and Bossomaier (2011) X
Cheng et al. (2011) X
Clark et al. (2011) X
Echeverrıa et al. (2011) X
Hickey et al. (2009) X X
Hsu et al. (2011) X
Johnson and Mayer (2010) X
Kali (2003) X
Khalili et al. (2011) X
Li (2010) X
Lim et al. (2006) X
Mayer and Johnson (2010) X
Miller et al. (2002) X
Miller et al. (2006) X
Moreno and Mayer (2000) X
Moreno and Mayer (2002) X
Moreno and Mayer (2004) X
Moreno and Mayer (2005) X
Nilsson and Jakobsson (2011) X
Sanchez and Olivares (2011) X
Spires et al. (2011) X
Squire and Jan (2007) X
Squire and Klopfer (2007) X
Ting (2010) X
Tuysuz (2009) X
Wrzesien and Raya (2010) X
Yien et al. (2011) X
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123
topic among these GBSL studies. The comparisons among
different game mechanisms and between games and other
learning methods were less researched but gained equal
attention from researchers. In addition to the research
purposes stated by Mayer and Johnson (2010), two other
research purposes (i.e., improving game design and
investigating game-making outcomes) were emerging in
GBSL studies.
Various research designs were adopted to accomplish
different research purposes. Experimental design was
employed by all the studies (7 studies) that aimed to com-
pare the effectiveness of different game mechanism designs.
For example, Hsu et al. (2011) compared a computer game
based on the prediction-observation-explanation (POE)
model to a game without the model. Moreover, Mayer and
his colleagues conducted a series of studies investigating the
influence of different game mechanisms in terms of
instructional methods or game-playing media on learning
such as the effects of personalized messages (Moreno and
Mayer 2000), types of self-explanation (Johnson and Mayer
2010), and method versus media effects (Moreno and Mayer
2002, 2004). When comparing digital games with other
learning methods (e.g., traditional curriculum, guided
inquiry), most of the studies adopted a quasi-experimental
design (6 studies), and only two (Barab et al. 2009; Wrze-
sien and Raya 2010) employed a true experimental design.
For the rest of the studies (16 studies), case study design was
implemented to demonstrate the outcomes of the game
implementation, to illustrate improvements in the game
design, and to investigate the results of game-making
activities. One of these studies conducted a cross-country
investigation that compared the learning outcomes of stu-
dents in Taiwan and in the US (Clark et al. 2011). When the
research purpose was to improve the game design, a design-
based research approach was utilized along with a case study
design (Barab et al. 2007) or quasi-experimental design
(Hickey et al. 2009).
Game Designs and Implementations of the GBSL
Studies
According to this review, the games were found to vary in
types of design, approaches of game use, and ways of playing
to facilitate learning. The analysis results are presented in
Table 4. The majority of the studies adopted the game-
playing approach and only two facilitated learning by asking
students to design their own digital games. Among 29 studies
that promoted students’ science learning through game
playing, 19 adopted single-player games and 6 utilized multi-
player virtual game environments including massively mul-
tiplayer online games (MMO) and classroom multiplayer
presential games (CMPG). Four other studies employed
mobile or augmented reality technologies. Students in almost
all the studies were arranged to learn individually in the
games, regardless of whether the games were designed as
single-player or multi-player. Only two games were imple-
mented using their original design, whereby students were
asked to collaborate and interact in the virtual game worlds.
Even though in most studies the students played the games
individually, 11 of the studies provided real-world collabo-
ration opportunities for the students. These students either
played the game in pairs to complete the game tasks or
participated in group or class discussion to share their ideas
about the inquiries in the game worlds.
The Analysis Results of Theoretical Foundations
The theoretical foundations of each reviewed study are
listed in Table 5. Among the 31 studies, the authors of 22
of them indicated the theoretical background of principles
employed in or related to their research. About 25 % of the
studies stated more than one theory.
Moreover, the theoretical foundations of these 22 studies
were categorized into four learning perspectives: cognitiv-
ism, constructivism, the socio-cultural perspective, and
enactivism. Cognitivism and constructivism were the most
commonly adopted theoretical foundations in the reviewed
studies, with 19 of 22 studies adopting one (or both) of these
two theoretical foundations. Only three studies employed the
socio-cultural perspective, and one study indicated the
adoption of enactivism. When the studies were based on
multiple theories or models, three of them employed the
theories or models under a single learning perspective, while
the other three adopted the theories or models from different
learning perspectives. Moreno and Mayer (2002, 2004)
employed different theories under the cognitivist learning
perspective and Miller et al. (2006) adopted constructivist
theories. Wrzesien and Raya (2010) guided their game
design from both cognitivist (Gardner’s Theory of Multiple
Intelligence) and constructivist (Kolb’s experiential learning
theory) learning perspectives. Yien et al. (2011) also indi-
cated both cognitivist and constructivist learning perspec-
tives in their study. Only one study conducted by Spires
et al. (2011) utilized theories from three learning perspec-
tives (i.e., cognitivism, constructivism, and the socio-
cultural perspective) as the basis of their game design. The
level and the category of the theoretical foundations adopted
by the reviewed studies are illustrated as Fig. 1.
As shown in Fig. 1, various theories and models were
utilized by these GBSL studies. When the design of GBSL
was guided by the cognitivist learning perspective, five
different theories were adopted by the research. Among
these theories, the Cognitive Theory of Multimedia Learning
was the most frequently employed theory. On the other
hand, when studies designed games based on the construc-
tivist learning perspective, situated learning theories were
J Sci Educ Technol
123
the dominant theories that various models adopted. The
studies that utilized the Cognitive Theory of Multimedia
Learning provided important suggestions about effective
instructional mechanisms to be implemented in the game
design. The studies based on situated learning models
demonstrated good examples of using digital games as a
situated learning environment for knowledge construction.
Although the levels of theoretical foundations applied in
the GBSL studies varied from the broadest learning per-
spectives to the most specific principles/methods, the
majority of the studies (14 out of 22) adopted theories at
the model level. The studies that employed newer learning
perspectives (i.e., the socio-cultural perspective and
enactivism) just mentioned general ideas of learning
without utilizing specific models, approaches, or principles
to guide their design of GBSL. Only three studies con-
ducted by Moreno and Mayer (2000, 2002, 2004) applied
particular principles of the Cognitive Theory of Multi-
media learning in their game designs and examined the
effectiveness of these instructional principles.
The Analysis Results of Learning Foci
The learning foci of the studies are listed in Table 5. Sci-
entific knowledge/concept was the dominant learning focus
across the studies (27 studies). Problem-solving ability was
Table 4 Game designs and implementations of the GBSL studies
Author(s) (year) Game typea Approachb Collaboration of game playing
Real-world Virtual None
Anderson and Barnett (2011) Single-player GP X
Annetta et al. (2009) MMO GP X
Barab et al. (2007) MMO GP X X
Barab et al. (2009) MMO GP X X
Carr and Bossomaier (2011) Single-player GP X
Cheng et al. (2011) Single-player GP X
Clark et al. (2011) Single-player GP X
Echeverrıa et al. (2011) CMPG GP X
Hickey et al. (2009) MMO GP X X
Hsu et al. (2011) Single-player GP X
Johnson and Mayer (2010) Single-player GP X
Kali (2003) Single-player GP X X
Khalili et al. (2011) N/A GM
Li (2010) N/A GM
Lim et al. (2006) MMO GP X
Mayer and Johnson (2010) Single-player GP X
Miller et al. (2002) Single-player GP X
Miller et al. (2006) Single-player GP X
Moreno and Mayer (2000) Single-player GP X
Moreno and Mayer (2002) Single-player GP X
Moreno and Mayer (2004) Single-player GP X
Moreno and Mayer (2005) Single-player GP X
Nilsson and Jakobsson (2011) Single-player GP X
Sanchez and Olivares (2011) Single-player & Mobile GP X
Spires et al. (2011) Single-player GP X
Squire and Jan (2007) Single-player & AR GP X
Squire and Klopfer (2007) Single-player & AR GP X
Ting (2010) Single-player GP X
Tuysuz (2009) Single-player GP X
Wrzesien and Raya (2010) Multi-player & AR GP X
Yien et al. (2011) Single-player GP X
a MMO massively multiplayer online game, CMPG classroom multiplayer presential games, AR augmented realityb GP game-playing approach, GM game-making approach
J Sci Educ Technol
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Table 5 Theoretical foundations and learning foci of the studies
Author(s) (year) Theoretical foundations Learning focus
Anderson and Barnett (2011) None Scientific knowledge/concept
Annetta et al. (2009) Cognitive load theory
Cognition and multiple-representations
Cognitive theory of multimedia learning
Scientific knowledge/concept
Engagement
Barab et al. (2007) Situative embodiment Scientific knowledge/concept
Barab et al. (2009) Transformational play Scientific knowledge/concept
Carr and Bossomaier (2011) None Scientific knowledge/concept
Cheng et al. (2011) None Scientific knowledge/concept
Affect
Clark et al. (2011) Multimedia principles Scientific knowledge/concept
Echeverrıa et al. (2011) CSCL Scientific knowledge/concept
Hickey et al. (2009) Situated theories of knowing and learning Scientific knowledge/concept
Hsu et al. (2011) POE model (prediction-observation-explanation) Scientific knowledge/concept
Johnson and Mayer (2010) Cognitive theory of multimedia learning
Limited capacity (extraneous, essential, and generative cognitive
processing)
Scientific knowledge/concept
Kali (2003) None Scientific knowledge/concept
Khalili et al. (2011) None Scientific knowledge/concept
Li (2010) Enactivism Scientific knowledge/concept
Problem-solving
Affect
Lim et al. (2006) None Scientific knowledge/concept
Engagement
Mayer and Johnson (2010) Cognitive theory of multimedia learning
Limited capacity: (extraneous, essential, and generative cognitive
processing)
Scientific knowledge/concept
Miller et al. (2002) None Scientific knowledge/concept
Miller et al. (2006) Problem-based learning (constructivist theory)
Narrative approach (reflects the anchored instruction research)
Scientific knowledge/concept
Moreno and Mayer (2000) Self-referential effect
(Cognitive theory of multimedia learning—personalization
principle)
Scientific knowledge/concept
Problem-solving
Moreno and Mayer (2002) Modality effect, Redundancy effect
(Cognitive theory of multimedia learning)
Interest theory of learning (Dewey)
Cognitive load theory
Scientific knowledge/concept
Problem-solving
Moreno and Mayer (2004) Personalization
(Cognitive theory of multimedia learning)
Immersion level
(Dewey: Interest theory of learning, presence)
Scientific knowledge/concept
Problem-solving
Moreno and Mayer (2005) Cognitive theory of multimedia learning
Cognitive process (select, organize, integrate)
Scientific knowledge/concept
Problem-solving
Nilsson and Jakobsson (2011) Sociocultural perspective Scientific knowledge/concept
Problem-solving
Sanchez and Olivares (2011) None Problem-solving
Socio-contextual learning
Spires et al. (2011) Narrative-centered learning
Activity theory
Cognitive load theory
Scientific knowledge/concept
Scientific processes
Engagement
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the second most studied, as the learning focus of 8 studies.
The affective aspect of science learning was emphasized by
5 studies. Scientific processes, engagement, and socio-
contextual learning were the least researched aspects of
these reviewed studies. More than half of the studies (17
studies) merely stressed one learning focus, and almost all
of them focused on knowledge/concept learning. Among
the studies that investigated students’ learning across dif-
ferent categories of learning foci, 5 solely emphasized the
cognitive aspects (i.e., scientific knowledge/concept and
problem-solving). Only 9 studies explored students’ learn-
ing outcomes from cognitive and other learning aspects
(i.e., affect, engagement, or socio-contextual learning).
The Results of Cross-analysis of Theoretical
Foundations and Learning Foci
Almost all studies that employed only cognitivist learning
perspectives focused on the students’ learning of scien-
tific knowledge or concepts. Four of them also examined
the students’ problem-solving outcomes. Only one study
conducted by Ting (2010) emphasized the affective side
of science learning. In his research, Ting explored the
use of a mainstream digital game to promote students’
cognitive and personal interests in the learning of sci-
ence. When studies adopted merely constructivist learn-
ing perspectives, knowledge or concept learning was still
the main emphasis, except for Squire and Klopfer’s
(2007) research which promoted students’ understanding
of the socially situated nature of scientific practice (i.e.,
socio-contextual learning) and investigated their problem-
solving processes. The three studies that employed the
socio-cultural perspective focused on the learning of
scientific knowledge/concept and scientific processes, and
none of them investigated the socio-contextual aspect of
science learning. The only study that applied enactivism
set its learning foci on scientific knowledge/concept,
problem-solving, and affect (i.e., emotion) (Li 2010). It is
evident that scientific knowledge/concept learning
remains the major focus of science education regardless
of the theoretical perspectives applied in GBSL. More-
over, problem-solving ability was more frequently
focused by the studies that adopted cognitivist learning
perspective. It is also noted that even when the studies
employed theories from different learning perspectives
(Spires et al. 2011; Wrzesien and Raya 2010; Yien et al.
2011), the emphases of the learning were still limited to
certain aspects that did not reflect a broader range of
learning foci.
Discussion
By reviewing these empirical GBSL studies, several issues
are uncovered and discussed: (1) gaps between the theories
and game design practice; (2) mismatches between the
affordances of game environments and the learning foci;
(3) employment of different research methods to expand
the literature of GBSL; and (4) the potential of using digital
games in science education.
Gaps Between the Theories and Game Design Practice
Among the 31 GBSL studies reviewed, about 30 % of the
studies were conducted without the guidance of any
learning theories. When theoretical foundations were
explicitly indicated, most were applied at the model level
and some only addressed a general view of a particular
learning perspective. Even though these learning perspec-
tives, theories, and models provided useful guidance for
Table 5 continued
Author(s) (year) Theoretical foundations Learning focus
Squire and Jan (2007) Sociocultural approach Scientific processes
Squire and Klopfer (2007) Situated learning theory
Apprenticeships
Practice field
Problem-solving
Socio-contextual learning
Ting (2010) Interest for learning Affect
Tuysuz (2009) None Scientific knowledge/concept
Affect
Wrzesien and Raya (2010) Experiential learning theory
Gardner’s theory of multiple intelligence
Scientific knowledge/concept
Yien et al. (2011) Cognitive theory
Situated learning theory
Scientific knowledge/concept
Affect
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GBSL, there were still gaps between the theories and game
design practice due to a lack of principles being followed.
Only a few studies empirically examined the effectiveness
of designing specific principles in the game mechanisms.
To better integrate learning and gaming, the researchers
need to make more efforts to correspond the game designs
to specific learning principles and carefully evaluate the
effectiveness of those designs.
Fig. 1 Theoretical foundations of the studies (The studies marked with an asterisk were those stated more than one theoretical foundation.)
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Mismatches Between the Affordances of Game
Environments and Learning Foci
This literature review found a gap existed between stu-
dents’ possible learning experience in the games, and their
learning outcomes being assessed. For example, the quests
provided in the virtual game worlds (e.g., Quest Atlantis)
asked students to use their scientific knowledge, identify
problems, draw evidence-based conclusions, and make
decisions about the world. Other single-player games (e.g.,
Supercharged! and SURGE) also provided contexts for the
students to figure out the ways to accomplish the required
game goals. These gaming processes could provide stu-
dents with opportunities to enhance their scientific literacy
and problem-solving ability. However, the evaluations of
their learning outcomes were still limited to knowledge
learning. Moreover, even though multi-player game envi-
ronments could afford the opportunities for collaborative
learning among students, most of them did not require the
students to collaborate in the game worlds. The students
were only asked to explore the game world individually
and to participate in group or class discussions. It seems
that the potential and advantages of this type of game world
were not fully investigated.
Moreover, even when game designs were guided by
different theories or models to provide a variety of learning
opportunities, the learning was still mainly focused on
scientific knowledge or concepts. For example, when vir-
tual collaborations were allowed following the construc-
tivist learning approach (Echeverrıa et al. 2011; Wrzesien
and Raya 2010), the learning focus of the studies was only
on scientific knowledge/concept. How the students inter-
acted with each other, constructed their knowledge, played
their chosen roles as well as how they developed their
collaboration skills through game playing were overlooked.
Even those studies that developed the games tailored to
socio-cultural learning perspective did not emphasize the
socio-contextual learning aspect of science learning.
What makes digital games appealing is that they can
provide joyful and engaging experience for students and
provoke their learning interest, motivation, and engagement.
However, the examinations of how or to what degree game-
based learning could promote the affect and engagement of
science learning were relatively few. This finding is similar
to a review study of Internet-based science learning con-
ducted by Lee et al. (2011), which also found that attitude
and motivation were less studied by the researchers. It is
possible that it has been taken for granted that technology
motivates students’ learning and engagement, so few
researchers consider it necessary to investigate this issue. It
is obvious that the affordance of game environments to
facilitate science learning has not been fully explored and
needs further investigation.
Employment of Different Research Methods to Expand
the Literature of GBSL
Of the studies that were reviewed, 16 adopted a case study
design to investigate the implementation outcomes of the
digital games, the improvement of the game designs, and to
examine the learning outcomes of the students’ game-
making activities. By using the case study method, the
researchers could study the influence of the digital games
on the students’ learning in depth. They could also explore
the students’ game playing processes, experience, and
opinions and examine the design of the games. This kind of
study would add to our knowledge of this newly developed
research area (i.e., GBSL). However, most of the learning
or outcomes were quantitatively evaluated by test instru-
ments or qualitatively illustrated from the interviews or
observations. For example, student’s scientific knowledge/
concepts were mostly tested using standard or self-devel-
oped achievement tests. Also, the students’ problem-solv-
ing processes were either assessed by open-ended questions
or were descriptively presented based on the observation or
interview findings. Besides, even though several research-
ers explored the students’ game playing behaviors, in-game
or in-class discussions, and their engagement in playing
games using multiple methods (e.g., interviews, observa-
tions, open-ended questionnaires, and surveys), they usu-
ally presented these findings in a more descriptive way
without deeply or systematically analyzing the data. Nor
did they investigate the relationships between the students’
behaviors or performance in the games or game-related
activities and their learning outcomes.
Besides the studies utilizing a case study design, the rest
of the studies adopted either experimental or quasi-exper-
imental designs to compare different game mechanisms or
to compare games with other instructional methods. The
findings of these studies provide important suggestions
about which game mechanisms would be more beneficial
for science learning. They also present empirical evidence
to show whether the game-based learning was actually a
more effective way of science learning among various
teaching methods. Nevertheless, almost all of these studies
drew their conclusions based on the comparison results of
scientific knowledge/concept learning. Some of them
(Moreno and Mayer 2000, 2002, 2004, 2005; Sanchez and
Olivares 2011) also compared the students’ problem-solv-
ing results. The rest of the learning aspects (i.e., scientific
processes, affect, engagement, and socio-contextual learn-
ing) were examined to a lesser extent. To fully understand
the advantages of game-based learning over other instruc-
tional methods and the effectiveness of different game
mechanisms in learning, it is suggested that students’
learning outcomes be compared with different aspects,
including those that have been less emphasized. When
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researchers started to consider game designs in which they
incorporated particular instructional principles or models
into the game mechanisms, the influence of the game ele-
ments on learning was still overlooked. As stated by
Prensky (2001), there are several important game elements
which make digital games engaging and fun (e.g., goals,
challenges and interactivity). How to design the game
contexts, tasks, and mechanisms to meet the requirements
of these elements is as important as the instructional
strategies embedded in the games. It is also necessary to
explore whether the arrangement of specific game elements
would influence students’ learning outcomes or other game
playing experiences and performance if one would like to
develop an effective and popular educational game for
science learning.
According to this review, most of the games were
developed by the researchers themselves. To make the
design of a game better facilitate learning, it is necessary to
evaluate the digital game empirically and to identify any
improvements that might be needed. Design-based research
has been suggested as a suitable methodology for those
researchers who seek to improve their designs of technol-
ogy-enhanced learning environments both theoretically and
practically (Wang and Hannafin 2005). In design-based
research, an instructional (system) design is led by theory
and implemented in real-world context; the design and
research activities can mutually guide each other to make
improvement in both practice and theory; the collabora-
tions between researchers and participants through research
process and the flexibility of employing or integrating
various data collection methods will provide valuable and
practical insights into design and research; the research
process, research findings, and design changes are con-
textually dependent that should be documented to inform
future design and research. Since GBSL is in its developing
stage, the principles of game designs and their impacts on
science learning still have much room for exploration. By
adopting this methodology, researchers can systematically
examine and refine their designs and make enhancements
in theory, research, and practice concurrently. This meth-
odology was applied by two of the reviewed studies con-
ducted by Barab et al. (2007) and Hickey et al. (2009).
Barab et al. (2007) improved the design of their game quest
to include more interactive rules, embedded pedagogical
scaffolds and a narrative storyline, and introduced multiple
levels of interaction with the formalisms to be consistent
with multilevel assessment. Hickey et al. (2009) made
refinements to their game environment and enhanced the
scoring and mechanisms of the formative feedback pro-
vided in the game quest. The approach of design-based
research was also mentioned by Lim et al. (2006) and
Squire and Jan (2007), even though they did not report the
improvement process and results of the games or research
designs in their studies. More design-based research will be
needed to accumulate the knowledge of this emerging field
of research and practice.
The Potential of Using Digital Games in Science
Education
Based on this literature review, several potentials of using
digital games to promote science learning are proposed.
First, the potential of digital games is discussed using the
tutor/tool/tutee framework proposed by Taylor (1980).
Second, the potential of digital games to enhance learning
by connecting game worlds and real worlds is stated. Third,
the possibility of digital games to facilitate collaborative
problem-solving is addressed. Fourth, the capability of
digital games to provide an affective environment for sci-
ence learning is suggested. Last, the potential of using
digital games to promote science learning for younger
students is indicated.
Taylor (1980) proposed a tutor/tool/tutee framework to
classify all educational computing. This framework pro-
vides an important foundation when considering the roles
played by technologies in education. The ways the digital
games were used in these reviewed studies could be dis-
cussed using this framework. According to Taylor’s illus-
tration, most of the digital games were employed as tutors
for science learning. For example, The Reconstructors was
developed by Miller et al. (2002, 2006) to teach adoles-
cents about neuroscience through a series of adventure
episodes. Wrzesien and Raya (2010) adopted augmented
reality (AR) technology to design a multi-player game,
E-Junior, for students to learn knowledge about natural
science and ecology by collaboratively playing with team
members in the game. Some other researchers developed
science quests in virtual game environments (e.g., Taiga
Virtual Park in Quest Atlantis) for students to learn about
ecological science.
The digital games were also implemented as tools to
support science learning. For example, by adopting mobile
and AR technologies, Squire and Klopfer (2007) developed
Environmental Detectives as a tool for students to collect
and test water samples and gather information to solve
game tasks. Nilsson and Jakobsson (2011) utilized a pop-
ular simulation game, SimCity 4, as a reflective and meta-
cognitive tool for students to test their scientific models and
to visualize the corresponding outcomes. Whether these
digitals games were designed as tutors or tools, they all
required a great deal of time, resources, and manpower to
develop. Even though several 3D multi-player virtual game
environments (e.g., Quest Atlantis and Active World) or
game developing software (e.g., RPG Maker for role-
playing games) are available for researchers or teachers to
develop learning quests or games in easier ways that
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require no programming background, it would still take
them much effort and time to design game content to
provide sufficient and appropriate context, content, and
mechanisms for science learning.
A new approach to game-based learning is emerging. As
found in this review, two studies facilitated students’ science
learning by asking the students themselves to design digital
games to teach others (Khalili et al. 2011; Li 2010). This
game-making approach corresponds to the idea of using
computers as tutees, as stated by Taylor (1980). Scholars
have suggested that by using computers in this way, learners
could learn in more depth, learn more about the learning
process, and link their experience to the fundamental
concepts of learning subjects (c.f., Taylor 1980). These
viewpoints were also found among the researchers who
recommended learning through game designing. Prensky
(2008) stated that students are capable of game design
because they are the ones that are closely related to the
learning subjects and who understand most about the power
of games for learning. Lim (2008) also stressed the impor-
tance of empowering students to take charge of their own
learning. Game-making could provide an opportunity for
students to experience empowerment and therefore become
more engaged in their learning process. By learning through
designing games, students were found to increase their
understanding of subject concepts, enhance their general
problem-solving abilities, actively search for answers, and
engage in the design process (El-Nasr and Smith 2006;
Khalili et al. 2011; Li 2010). In accordance with Aristotle’s
statement that teaching is the highest form of understanding,
Annetta et al. (2009) suggested that game-making might be a
more sensitive assessment for evaluating students’ learning
of science concepts. With the increasing availability of game
making software such as GameMaker (http://www.yoyo
games.com/gamemaker) and Scratch (http://scratch.mit.
edu/) that require no professional programming abilities,
adopting digital games as tutees might become an important
approach for GBSL. Moreover, researchers (Li 2010; Li
et al. 2010) have proposed enactivism as a philosophical
foundation of game-making instruction. According to the
perspectives of enactivists, learning is not only a mental
process but is also an integration of mind, body and the
world. Through thinking and acting, people could construct
and develop their knowledge. This new learning perspective
is still in its developing stage and needs more discussion and
exploration, as do the theories, models, design principles,
and research methods based on it.
The second potential of the digital game to facilitate
learning is its capability to connect the game worlds with
real worlds, either by adopting advanced technologies or by
building communities of practice. With proper technology
and storylines, digital games could extend learning from the
virtual game world to the real world, providing students with
more authentic experience of doing science. Squire and
Klopfer (2007) and Rosenbaum et al. (2007) illustrated
examples of utilizing AR technology to support GBSL
whereby students were asked to explore the real world
through digital games. Moreover, Kinect technology could
facilitate students’ learning by integrating their mental and
physical activities. For example, Price et al. (2003) designed
a game for children to discover an imaginary creature. The
students were required to collect as much information about
the creature as they could by interacting with it using body
movements such as flapping their arms. This embodiment
technology could help to provide students with rich science
learning experience because they not only have to think but
also act in their learning process. The other way for games to
connect the virtual and real worlds of learning is by forming
communities of practice. Ducheneaut and Moore (2005)
indicated that the massively multi-player online role-playing
games (MMORPGs) could provide a social learning envi-
ronment and naturally form a ‘‘community of practice’’ for
players. Besides in-game discussion and observation, play-
ers could also share their knowledge and experience in
various game forums and acquire important game informa-
tion. Steinkuehler and Duncan (2008) found that scientific
habits of mind were naturally formed by the participants of a
game forum, especially with regard to social knowledge
construction and system based reasoning. Therefore, a
forum of a science learning game can not only provide the
opportunity for learners to discuss and exchange their sci-
entific knowledge and ideas with other learners or experts,
but can also foster their scientific habits of mind outside the
game worlds.
The implementations of GBSL reviewed in this study
also demonstrate the potential of using digital games to
facilitate collaborative problem-solving. The importance of
collaborative problem-solving ability has been addressed
and included as one of the future components of assess-
ment in PISA (OECD 2003). Collaborative learning is
viewed as an important instructional strategy for promoting
students’ learning. However, several problems usually
occur during group projects, regardless of whether the
collaborations and discussions are arranged in traditional
classrooms or in online learning environments. One prob-
lem is that the group project may easily become the
responsibility of only a few people in the group
(Hamalainen and Arvaja 2009; Roberts and McInnerney
2007; Zurita and Nussbaum 2004). In addition, the col-
laborative process might often turn out to be socialization
between students or mainly task planning and monitoring
activities during which the students seldom discuss task-related
information or the group process of collaboration (Janssen
et al. 2012). How to engage all members of the group to
actively participate and collaborate in their group project is
viewed as a great challenge. Many of the studies that were
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123
reviewed arranged students to play digital games as a team
either virtually or in the real world. This implies that col-
laboration is considered as an important aspect of game
playing.
It is common for players to form a team with their friends
or with other players to achieve the game quests collabo-
ratively in online games. For example, in World of Warcraft
(WoW), a popular MMORPG, there are challenges that can
only be conquered by groups. Players recruit their team-
mates (as avatars) considering the professions, skills, and
levels needed for the missions. Ducheneaut and Moore
(2005) identified three important social interactions in
MMORPG that would help players to achieve effective and
successful teamwork. These interactions are small-group
self-organization, instrumental coordination, and sociability.
While players learn how to meet people and behave as
community members of the game from small-group self-
organization activities and learn how to socialize with other
players (sociability) during the breaks between game tasks,
the success of the game tasks relies on the instrumental
coordination among group members. Players have to col-
laborate and coordinate in a way which allows everyone to
appropriately demonstrate the abilities or expertise of their
roles (or avatars) in the game so that they can accomplish
the quests together. Therefore, with appropriate design of
game tasks and mechanisms, collaboration among players
can be promoted.
Digital games can better facilitate collaboration because
they have clear goals, rules, and feedback. Even though a
rewards mechanism could be applied to encourage students
to engage in traditional face-to-face or online group pro-
jects, whether or not they participate in the collaboration is
not directly related to the success or failure of the project
outcomes. The projects can still be completed as long as
someone in the group is willing to take the responsibility.
This will not work in the game world. If participants are
unable to play their game roles appropriately in the group
collaboration, they cannot complete the game missions.
Because players always want to win the game, they are
motivated to figure out a way to make the teamwork
effective and efficient. Through this process, they will learn
how to solve problems (i.e., game quests) collaboratively.
Such problem-solving collaboration can also be per-
formed in the real world during game playing. Playing
games with others seems to be a natural and favorite
activity for children. In a study conducted by Inal and
Cagiltay (2007), they found that most of the elementary
students who participated in their study liked to play games
with their friends. The real-world collaboration mode was
often adopted by researchers, who either arranged students
to play games in pairs on a computer (e.g., Anderson and
Barnett 2011; Annetta et al. 2009) or put them in the same
physical game context (e.g., Price et al. 2003; Sanchez and
Olivares 2011; Wrzesien and Raya 2010). An individual is
usually limited in experience, knowledge and information
processing capacity. However, when people play a game
together, they can exchange their experience and knowl-
edge through discussion and share the information pro-
cessing load. By collaboration, it is expected that the
effectiveness and efficiency of game playing as well as the
chance of success will increase. Price et al. (2003) found
that collaboration might help to enhance children’s
engagement level, their ways of game exploration, and
their abilities to reflect on their experience. Shih et al.
(2010) also showed that children could enhance their
cognitive performance and problem-solving skills when
playing games collaboratively. In sum, with the advantages
of game characteristics and mechanisms, students could
process and practice their collaborative problem-solving
skills by playing games together in either the real or virtual
worlds.
The fourth potential of digital games is to provide an
affective environment for science learning. Affect (e.g.,
curiosity and enjoyment) was viewed as the foundation of
science by Einstein (c.f., Stone and Glascott 1997). Stone
and Glascott (1997) emphasized that it is necessary to
establish an affective environment so that the cognitive
learning of science can be promoted. Stone and Glascott
suggested that an affective environment should (1) provide
risk-free opportunities and enjoyable experiences for stu-
dents to explore science; (2) give enough and flexible time
for students to examine the science materials and find out
the solutions or conclusions to their investigations; and (3)
allow students to discover science and construct their
knowledge using their own ways. Based on Stone and
Glascott’s description, it seems that digital games are just
the right place to provide such an environment. Though not
explicitly stated by the researchers of GBSL, the games
were all designed to provide a safe and enjoyable context in
which students could explore the science inquiries freely in
the game worlds without having to worry about failing to
complete the tasks. With their capability of providing both
affective and cognitive experiences for students, digital
games could be expected to better promote science learning
than other instructional methods.
Lastly, digital games have the potential to facilitate
students’ science learning across different school levels. In
this current review, most of the GBSL studies were tar-
geted on high school and university students. As found in
Hwang and Wu’s (2012) review of digital game-based
learning trend from 2001 to 2010, the number of studies
targeted on high school students and higher education
increased by as much as five times during 2006 to 2010.
Other than these two student populations, they also found
about three times of the studies were conducted to promote
learning of elementary school students during this same
J Sci Educ Technol
123
period. This indicates that the use of digital games is not
only limited to higher education but also appropriate for
younger students. The gap between the results of currently
reviewed GBSL studies and overall game-based learning
trend with regard to target learners might due to some
acceptance or implementation issues. For example, parents
and teachers might be concerned about the negative
impacts of game playing (e.g., game addiction or health
problem), especially for younger students. The availability
of digital games designed for younger students or the
constraints of game implementation in elementary schools
and preschools may also be a concern. Since digital
game-based learning is viewed as an interesting and
motivating learning approach to facilitate learning,
younger students may also benefit from GBSL by build-
ing their science learning interests from early stage of
science education if the games can be appropriately
designed and implemented.
Conclusions and Implications
The purposes of this study were to review empirical studies
of GBSL published between 2000 and 2011 in terms of
four aspects: (1) their research purposes and designs, (2)
digital game design and implementation, (3) theoretical
foundations, and (4) their learning foci. Major conclusions
and implications are summarized in Table 6. As the
majority of the studies emphasized game implementation
and the comparisons between different game mechanisms
and between game and other learning methods, more
studies are needed to systematically develop and improve
game design by adopting design-based research method.
Although most of the games were implemented to promote
science learning of high school and undergraduate students,
they may also be helpful to facilitate learning for younger
students. In addition, how to employ pedagogical theories
to practical game design and make better connections
between theoretical foundations and learning foci are
worthy of attention. The adoption of game-making
approach to foster science learning also indicates the
potential of using digital games as tutees and the emer-
gence of a new learning perspective (i.e., enactivism).
Based on this review, the potentials of GBSL to blend the
learning in the game world with the real world, to promote
collaborative problem-solving ability, and to provide an
affective learning environment were observed as well.
In addition to the potential of GBSL, several research
issues are also identified that need to be explored in the
future. First, students’ learning processes in gameplay are
as important as their learning outcomes. Although several
studies in this review have investigated students’ gaming
behaviors or problem solving processes in the games
through log files, observations, or interviews, most of the
results were limited to descriptive illustrations or were only
utilized to count the frequency of the behaviors (e.g.,
number of goals completed, number of strategies used). To
gain more knowledge of students’ behaviors during game
playing, advanced and systematic analysis of behavioral
patterns (e.g., quantitative content analysis, lag sequential
analysis, and cluster analysis) should be conducted in
future investigations. Second, researchers who adopted
GBSL seemed to make an implicit assumption that students
learned when they played the digital games. The relation-
ships among in-game performance, game playing experi-
ence (e.g., flow experience), gaming behaviors, and
science learning outcomes will need to be analyzed to
validate this assumption. Third, the relationships among
different learning outcomes and between learning perfor-
mance and behaviors need to be examined in the future.
As suggested by scholars, digital games play a critical
role in promoting students’ motivation, interest, and
engagement in science learning. Whether the increase in
their learning motivation, interest, and engagement would
impact their performance in terms of cognitive aspects of
learning (i.e., scientific knowledge/concept, scientific
processes, and problem-solving) is left for future investi-
gation. Last, in the studies that were reviewed, the digital
games were either used alone or were incorporated with
other instructional activities such as class discussion or
group discussion. Digital games were also found to have
the potential to connect the real world and the game
worlds by adopting AR or Kinect technology or through
the community of practice in the game or the real worlds.
How students perceive of and what they could benefit
from these different GBSL experiences should be further
explored.
Limitations
The papers reviewed in this study were limited to journal
articles indexed in the Web of Science and SCOPUS
database that published from 2000 to 2011. The inclusion
of conference papers in future reviews may help to provide
a more up-to-date overview in this field. A more compre-
hensive review may also be conducted by extending the
literature search to other academic databases (e.g., IEEE/
IET Electronic Library) or sources (e.g., Google scholar).
Although the paper sample reviewed in this study was
relatively small, the sampling process and criteria were
carefully implemented to lessen the paper selection bias.
Moreover, since the current review was not attempted to be
inclusive but to provide a systematic overview of GBSL,
the analysis in this review may provide a framework for
future research integration that explores GBSL literature
J Sci Educ Technol
123
from some broader aspects, including the purposes and
designs of the research, the design and implementation of
the game, and the theoretical foundations and the learning
foci of GBSL. By using this framework, the present study
contributes a summary and some reflections of the GBSL
research and implementations at the current stage of this
field. The last note to make is that the effectiveness of
GBSL was not discussed and analyzed in this study
because of the diversity of research purposes, designs,
theoretical foundations, and learning foci. More empirical
research will be needed before one can draw a more valid
conclusion on GBSL effectiveness.
Acknowledgments This research was supported by the projects
from the National Science Council, Taiwan, under contract number
NSC 98-2511-S-011-005-MY3 and NSC 99-2511-S-011-011-MY3.
Appendix
See Table 7.
Table 6 Summary of major findings and implications
Review aspects Major findings Implications
Research purposes
and designs
The evaluation of game implementation was the most studied topic
following the comparisons among different game mechanisms and
between games and other learning methods
The improvement of game design and learning through game-making
were emerging study topics
Case study design was employed by almost half of the studies to
demonstrate the outcomes of the game implementation, to illustrate
improvements in the game design, and to investigate the results of
game-making activities
High school and undergraduate students were major target learners
More studies are needed to evaluate and improve
digital games by considering the essential game
elements in their design
Design-based research methodology is suggested
for the continuous and systematic evaluation and
refinement of digital games from both theoretical
and practical aspects
The future research is expected to apply GBSL to
younger students and examine the outcomes
Digital game
design and
implementation
The majority of the studies adopted the game-playing approach and
only two adopted game-making approach
Most of the studies adopted single-player games and some utilized
multi-player virtual game environments
Students in almost all the studies were arranged to learn individually
in the games, regardless of whether the games were designed as
single-player or multi-player
Real-world collaboration on game playing was arranged much more
frequently than collaborations in virtual game worlds
The potential of using digital games as tutees to
facilitate science learning is needed to be
explored in more empirical studies
Teachers and researchers are suggested to make
better use of multi-player gaming environment
to provide virtual collaboration opportunities
and to promote collaborative problem-solving
abilities of students
It is important to investigate and discuss critical
game design factors relating to the facilitation of
collaboration in the future studies
Theoretical
foundations
Cognitivism and constructivism were mostly adopted in GBSL
studies to guide the development of educational games for science
learning
Socio-cultural perspective and enactivism are two emerging
theoretical paradigms that have started to gain attention in this field
The theoretical foundations were mostly employed at the model level
and only a few studies applied specific theoretical principles to
game design practice
In order to make practical use of theories to design
effective digital games for science learning,
researchers need to identify or develop specific
principles/methods of the theories, apply them
on game designs, and evaluate their
effectiveness in future studies
The newly proposed philosophical foundation of
game-making instruction, enactivism, will need
more discussion and exploration, as do the
theories, models, design principles, and research
methods based on it
Learning foci Scientific knowledge/concept was the major learning focus of science
education regardless of the theoretical perspectives applied in
GBSL
Affective, scientific processes, engagement, and socio-contextual
learning were less researched learning aspects
The learning aspects focused or investigated in the studies did not
reflect the learning emphases of different theoretical foundations
A gap was found between the affordances of digital games and their
use in promoting science learning
The link between learning foci and theoretical
foundations of GBSL should be better
emphasized in future studies.
More research is needed to explore the influence
of GBSL on affective, engagement, and socio-
contextual learning aspects
The effectiveness of using digital games to
promote the collaborative problem-solving in
science learning will need to be studied in the
future
J Sci Educ Technol
123
Table 7 Background information of reviewed articles
Author (s) (year) Science domain Game name School level of
participants
Number of
participants
Research
method
Anderson and Barnett
(2011)
Physics Supercharged! Undergraduate 136 Quasi-
experiment
Annetta et al. (2009) Biology Not available High school 129 Quasi-
experiment
Barab et al. (2007) Ecological science Taiga Virtual Park (Quest Atlantis) Elementary school 23 Case study
(DBR)
Barab et al. (2009) Ecological science Taiga Virtual Park (Quest Atlantis) Undergraduate 51 Experiment
Carr and Bossomaier
(2011)
Physics Relativistic Asteroids High school
Higher education
67 Case study
Cheng et al. (2011) Neuroscience Not available Across different levels 175 Case study
Clark et al. (2011) Physics SURGE High school 143 Case study
Echeverrıa et al. (2011) Physics First Colony High school 27 Case study
Hickey et al. (2009) Ecological Science Taiga virtual park (Quest Atlantis) Elementary school 116 Quasi-
experiment
DBR
Hsu et al. (2011) Physics Not available Preschooler 50 Experiment
Johnson and Mayer
(2010)
Physics Circuit Game Undergraduate 104 Experiment
Kali (2003) Earth Science A virtual journey within the Rock
Cycle
Junior & Senior high
school
Not
available
Case study
Khalili et al. (2011) Neurology Game Maker High school 16 Case study
Li (2010) Physics Scratch Elementary school 21 Case study
Lim et al. (2006) Physics Quest Atlantis Elementary school 8 Case study
Mayer and Johnson
(2010)
Physics Circuit Game Undergraduate 117 Experiment
Miller et al. (2002) Neuroscience The Reconstructors
(Series title: Medicinal Mysteries
from History)
High school 148 Case study
Miller et al. (2006) Neuroscience The Reconstructors
(Series title: Nothing to Rave About)
High school 289 Case study
Moreno and Mayer
(2000)
Biology Design-A-Plant Undergraduate 124 Experiment
Moreno and Mayer
(2002)
Biology Design-A-Plant Undergraduate 164 Experiment
Moreno and Mayer
(2004)
Biology Design-A-Plant Undergraduate 48 Experiment
Moreno and Mayer
(2005)
Biology Design-A-Plant Undergraduate 176 Experiment
Nilsson and Jakobsson
(2011)
Environmental
education
SimCity 4 High school 42 Case study
Sanchez and Olivares
(2011)
Biology MSG Evolution High school 373 Quasi-
experiment
Spires et al. (2011) Biology Crystal Island High school 137 Case study
Squire and Jan (2007) Environmental
education
Mad City Mystery Across different levels 34 Case study
Squire and Klopfer
(2007)
Environmental
education
Environmental Detectives High school
Undergraduate
76 Case study
Ting (2010) Physics Wii game Vocational high
school
48 Case study
J Sci Educ Technol
123
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