Serious Games in Science Education. A Systematic Literature Review

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 Re...

Full description

Saved in:
Bibliographic Details
Published in:Virtual Reality & Intelligent Hardware Vol. 4; no. 3; pp. 189 - 209
Main Authors: Mohib Ullah, Sareer Ul Amin, Muhammad Munsif, Utkurbek Safaev, Habib Khan, Salman Khan, Habib Ullah
Format: Journal Article
Language:English
Published: KeAi Communications Co., Ltd 01-06-2022
Subjects:
Online Access:Get full text
Tags: Add Tag
No Tags, Be the first to tag this record!
Description
Summary: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.
ISSN:2096-5796
DOI:10.1016/j.vrih.2022.02.001