TY - JOUR
T1 - Effects of Scaffolding in Digital Game-Based Learning on Student’s Achievement
T2 - a Three-Level Meta-analysis
AU - Cai, Zhihui
AU - Mao, Peipei
AU - Wang, Dandan
AU - He, Jinbo
AU - Chen, Xinjie
AU - Fan, Xitao
N1 - Publisher Copyright:
© 2022, The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature.
PY - 2022/6
Y1 - 2022/6
N2 - Previous empirical studies on the effect of scaffolding in game-based learning environments have shown inconsistent findings. In this study, we conducted a meta-analysis to examine the effect of scaffolding in digital game-based learning (DGBL) and to explore a range of moderating factors that may have contributed to the inconsistencies of primary studies. We used the three-level meta-analysis method to analyze the data for handling data non-dependency issues of multiple effect sizes in one study. A total of 49 primary studies and 154 effect sizes were identified through systematic literature search. The results show that scaffolding in DGBL could effectively improve learning (g = 0.43, 95% CI: [0.30, 0.56]), and the heterogeneity among studies was significant (Q = 708.99, p < 0.001). Furthermore, our results indicate that the studies involving elementary school students and university students showed larger effect sizes of scaffolding than those involving secondary school students. Scaffolding also appeared to be differentially effective in different types of games: more effective in adventure, puzzle, and simulation games than in role-playing and strategy games. Future studies should pay attention to the design of scaffolding mechanisms in educational digital games and to the influence of scaffolding on behavioral patterns and learning processes of learners engaged in DGBL.
AB - Previous empirical studies on the effect of scaffolding in game-based learning environments have shown inconsistent findings. In this study, we conducted a meta-analysis to examine the effect of scaffolding in digital game-based learning (DGBL) and to explore a range of moderating factors that may have contributed to the inconsistencies of primary studies. We used the three-level meta-analysis method to analyze the data for handling data non-dependency issues of multiple effect sizes in one study. A total of 49 primary studies and 154 effect sizes were identified through systematic literature search. The results show that scaffolding in DGBL could effectively improve learning (g = 0.43, 95% CI: [0.30, 0.56]), and the heterogeneity among studies was significant (Q = 708.99, p < 0.001). Furthermore, our results indicate that the studies involving elementary school students and university students showed larger effect sizes of scaffolding than those involving secondary school students. Scaffolding also appeared to be differentially effective in different types of games: more effective in adventure, puzzle, and simulation games than in role-playing and strategy games. Future studies should pay attention to the design of scaffolding mechanisms in educational digital games and to the influence of scaffolding on behavioral patterns and learning processes of learners engaged in DGBL.
KW - Digital game-based learning
KW - Moderator analysis
KW - Scaffolding
KW - Three-level meta-analysis
UR - https://www.scopus.com/pages/publications/85123066966
U2 - 10.1007/s10648-021-09655-0
DO - 10.1007/s10648-021-09655-0
M3 - Review article
AN - SCOPUS:85123066966
SN - 1040-726X
VL - 34
SP - 537
EP - 574
JO - Educational Psychology Review
JF - Educational Psychology Review
IS - 2
ER -