Serious Games in Science Education. A Systematic Literature Review
Ullah, Mohib; Amin, Sareer Ul; Munsif, Muhammad; Safaev, Utkurbek; Khan, Habib; Khan, Salman Saeed; Ullah, Habib
Peer reviewed, Journal article
Published version
Permanent lenke
https://hdl.handle.net/11250/3054497Utgivelsesdato
2022Metadata
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Originalversjon
Virtual Reality and Intelligent Hardware (VRIH). 2022, 4 (3), 189-209. 10.1016/j.vrih.2022.02.001Sammendrag
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.