Influence of online computer games on the academic achievement of nontraditional undergraduate students

38Citations
Citations of this article
274Readers
Mendeley users who have this article in their library.

This article is free to access.

Abstract

Technological advances have provided educational institutions the capability to explore various online teaching strategies such as digital games in the classroom. Though games can be used to engage various learning styles and behaviors, the platform is mainly practiced at the secondary educational grade level with traditional-aged students. Little research literature exists that explores the influence of digital game-based learning on the academic achievement of nontraditional undergraduate students. An extensive literature review of 77 articles was conducted using the procedure developed in Cooper’s Taxonomy (1998) for analyzing and synthesizing literature. Cooper’s system involved (a) formulating the problem, (b) collecting data, (c) evaluating data appropriateness, (d) analyzing and interpreting relevant data, and (e) organizing and presenting the results. This scoping literature review explores how digital games can be used in the educational environment to support the learning of nontraditional students.

Cite

CITATION STYLE

APA

Turner, P. E., Johnston, E., Kebritchi, M., Evans, S., & Heflich, D. A. (2018, January 1). Influence of online computer games on the academic achievement of nontraditional undergraduate students. Cogent Education. Taylor and Francis Ltd. https://doi.org/10.1080/2331186X.2018.1437671

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free