Version 1
: Received: 8 November 2020 / Approved: 9 November 2020 / Online: 9 November 2020 (11:29:49 CET)
How to cite:
Khan, A. Q.; Khan, S.; Safaev, U. Serious Games and Gamification: A Systematic Literature Review. Preprints2020, 2020110280. https://doi.org/10.20944/preprints202011.0280.v1
Khan, A. Q.; Khan, S.; Safaev, U. Serious Games and Gamification: A Systematic Literature Review. Preprints 2020, 2020110280. https://doi.org/10.20944/preprints202011.0280.v1
Khan, A. Q.; Khan, S.; Safaev, U. Serious Games and Gamification: A Systematic Literature Review. Preprints2020, 2020110280. https://doi.org/10.20944/preprints202011.0280.v1
APA Style
Khan, A. Q., Khan, S., & Safaev, U. (2020). Serious Games and Gamification: A Systematic Literature Review. Preprints. https://doi.org/10.20944/preprints202011.0280.v1
Chicago/Turabian Style
Khan, A. Q., Salman Khan and Utkurbek Safaev. 2020 "Serious Games and Gamification: A Systematic Literature Review" Preprints. https://doi.org/10.20944/preprints202011.0280.v1
Abstract
Keeping in mind the increasing trend and need for serious games in science education, we have done a systematic literature review. These papers show the trends and patterns of research carried out in this field from the year 2011 to 2020. Specifically, we investigated country-wise concentration and the most common evaluation methods. Literature is reviewed from IEEEexplore, Springer, and Scopus. Moreover, we discussed the role of Augmented Reality(AR) games in teaching physics. Lastly, we have discussed the positive and negative aspects of serious games in science education in particular, and the trend of using serious games in the past decade in education in general.
Keywords
serious games; science education; games in education; augmented reality
Subject
Social Sciences, Education
Copyright:
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.