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Article Citation What is the What larger What methods What are the What What makes this

the What What makes this How does this How does this
author’s conversation is does the author author’s main conclusions a credible & article compare article differ
purpose for the research use to collect and supporting does the author relevant source to other articles from other
writing this part of? What and analyze arguments? draw? What is for my I’m using? What sources? What
piece? What literature or data? What What data are the significance research? What terms, new information
need or gap is authors does the seem to be used to support of their findings? are the author’s information, does this article
this research author cite? important data them? How do Do they call for qualifications & methods, and/or provide?
filling? How What are some points? How are these support action or further motivations? arguments are
does the of the key topics the data the main research? How does this similar?
author or ideas in analyzed? argument? contribute
introduce the discussion insight into to
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relevance? sources? inquiry?

Article #1 The author The authors The methods The author’s They found that The authors are This article uses This article goes
aims to show contributed to used to collect main supporting using very credible video games to into the benefits
Nkadimeng, M., how the main data include argument is that Minecraft’s since they are improve the of Minecraft as a
and Piet implementing understanding separating a Minecraft elements in the from the student’s game medium. It
Ankiewicz. “The Minecraft’s that atomic specific class of greatly benefits Minecraft world Department of education as shows how
Affordances of educational structures in 20 students into the learning allowed for a Science and well as the other Minecraft was
Minecraft edition into chemistry were 4 groups ability of better Technology articles. This very beneficial
the classroom and are depending on students in a representation Education at the article argues for to the science
Education as a
aids in confusing to a their junior high of chemicals and University of the benefit of classes in the
Game-Based
everyday majority of participation in school trying to their bonds. It Johannesburg in implementing study.
Learning Tool learning. students. To in-person class understand even showed South Africa. games into
for Atomic Specifically, combat this the and knowledge atomic that students Since they are education as
Structure in they test out researchers of the Minecraft structures and who had to learn working in the well as the other
Junior High the benefits of aimed to add to game chemistry. This is Minecraft basics field of science articles.
School Science using it to the solution. It beforehand. supported by still had more and education it
Education.” learn was already After the kids the many fun than if they allows for
Journal of chemistry in determined that went through benefits they learned credible
Science junior high there would the lesson, they find after normally. In background in
Education and school. This have to be more were conducting the conclusion, this researching the
Technology, vol. research will engaging or interviewed by study and using ended up effects of
31, no. 5, help fill in the easier ways to the researchers a game that is showing many Minecraft on
Springer gap of the teach atomic to find easy to benefits to using education
Science+Busines unknown structures and qualitative data understand Minecraft in bringing
s Media, July when bonds. By using on while also being chemistry class. together the
2022, pp. 605– introducing Minecraft Edu in predetermined well-known The researcher tech and
games into the chemistry questions worldwide. If a did state that it education
20.
learning. The class, they were relating to the student happens was only one aspects
https://doi.org/
author able to add to effectiveness of to not know of class and one together.
10.1007/s1095 introduces the the ongoing Minecraft the game grade. More
6-022-09981-0.
topic by conversation of Educational Minecraft they research among
talking about how to make Edition on the were able to other classes
the chemistry easier students’ ability show the ability and other age
educational for students. to learn of these kids to groups would
version of chemistry bonds understand the show different
Minecraft and and other game briefly and results, thus
how it hasn’t chemistry- in turn leading to more
been fully related understand research to
tested yet. information. atomic conduct is
structures much needed.
easier than
before in a
normal class
setting.
Article #2 The author’s The larger The methods The author’s The author Both authors This article uses This one goes
(INCLUDE purpose is to conversation the involved a pre- main argument concludes there have a BA and video games to into the usage of
CITATION) give a author is pilot phase with involves the is a specific MA in Ancient improve the video games
different becoming a part 14 students in benefits of using method that History which student’s with the specific
Vivancos, outlet for of is that of the the third year of VR technology to needs to be gives them the education as field of history
Alejandro Egea, information to new VR Compulsory allow historical followed when knowledge to well as the other and explains
and Laura Arias be received technology. Secondary information to creating history know how to articles. This one how the best
and allow Many people Education be learned and heritage improve learning goes into the model for
Ferrer.
students to be and more (average of 13.5 easier. This serious games, history. Both involvement of creating this
“Principles for
more invested importantly years) and a however must this being the have or are VR in specific. game works. The
the Design of a in said schools are pilot phase with follow the CREAM model. working in the This article article
History and information. looking down on 34 students in CREAM model in This model teaching field argues for the emphasizes the
Heritage Game The relevant technology since 4th year of order to be involves Civic which would benefit of important of
Based on the gap this it causes more Compulsory effective and Education which benefit not only implementing following the
Evaluation of author aims to distractions Secondary must not forget must develop their classes but games into CREAM model
Immersive discuss is the from the Education the importance links with the future classes education as and explains
Virtual Reality hard classwork that (average of 15.4 of class material cultural heritage, that incorporate well as the other how each step
Video Games.” connection students are years). Each in aiding the Relevance which VR. articles. makes it
E-learning and between required to sample was students. The VR must choose key effective.
Digital Media, history and complete. tested with games should be periods, figures,
vol. 18, no. 4, the young Certain sources Historical Video used as an aid or events,
SAGE minds of every include Games-Opinion, not as the main Engagement
Publishing, July new Santacana and compromised of teaching which must keep
2021, pp. 383– generation. Masriera which 28 items (3 method. motivation high,
402. This is where describes the open-ended and Applicability
the inclusion difficulty of 25 4-Likert- which makes
https://doi.org/
of the VR understanding scale), and sure to not
10.1177/20427
headset could places in history, examined forget the
53020980103.
allow the while also according to a educational
students to be stating how mixed method content, and
more invested being in an approach. In the finally the
in the history archeological end, it was Multimodality
of their site is way shown that the which involves
learning, better at giving a students showed reinforcing the
allowing them clearer image of improvement material with
to achieve history but still need other various
better grades unfolding. more concise methods. There
in school. objectives and is still more
additional research needed
materials to be to implement
effective. the technology
and states what
the other
research should
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using certain
games.
Article #3 The authors The author joins The authors The authors The authors The authors This article uses This article goes
(INCLUDE aim to a conversation used three argue for the conclude that were supported video games to into the way
CITATION) determine the revolving groups to test benefits of using the different by the Ministry improve the different
benefits of around the the effects of relevant game cognitive styles of Science and student’s cognitive styles
Chuang, Tsung- using video different gaming on material for result in uneven Technology with education as result in
Yen, et al. “The games on cognitive styles. cognitive styles. improving benefits with the Catherine Yeh well as the other different
Impact of Game different Lomberg, One group used knowledge or same learning improving the articles. This benefits and
Playing on cognitive Kollmann, & a puzzle ability in certain mediums. This paper. Not only article argues for negatives when
styles to figure Stockmann, adventure game, tasks. They do results in the were these the benefit of it comes to
Students’
out how 2017; Volkova & one was tested acknowledge conclusion of authors implementing learning from
Reasoning
beneficial they Rusalov, 2016 using a paper- that certain video games supported but games into certain
Ability, Varying could be. The helped in based training cognitive styles help certain they were also education as mediums. This
According to authors aim to showing how that included get negatively cognitive groups from good well as the other one goes into
Their Cognitive close the gap there are text-based affected by while doesn’t for universities articles. games
Style.” of different styles descriptions and gaming when others. This also which led to
Educational implementing with each having activities, and prepping for brings attention them being
Technology & gaming into its own varied the last group evaluation. This to more supported about
Society, vol. 24, education or outcomes to had o training shows to research and their work.
no. 3, July 2021, studying, this certain prior. support the more action.
pp. 29–43. is done by methods. Participants author’s main They studied
EBSCOhost, observing the Broadhead. included 140 6th argument for random groups
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Article #4 The author’s The author adds The methods The author The author The author is This article uses This article goes
(INCLUDE purpose is to to the ongoing used included argues for the concludes that very credible video games to into the use of
CITATION) show the discussion of getting 61 use of Pokémon using Pokémon when it comes improve the Pokémon Go as
effectiveness implementing students (28 Go in the English Go and AR to this kind of student’s a representative
Wu, Mei-Hung. of using AR video games males, 33 classroom. Not technology helps research. They education as of how
“The technology into education females) who only did it show improve the are from the well as the other augmented
Applications and and its effect and why it is were divided improvement in student’s ability Language Center articles. This reality can help
on classrooms. needed. Hinske into an students who to learn English of National article argues for boost students’
Effects of
The study goes & Lampe, 2007; experimental used Pokémon concepts easier. Formosa the benefit of literacy. This
Learning
over Pokémon Ibanez, Kloos, group and a go, but it was Pokémon Go University and implementing article goes into
English Through Go to show Leony, Rueda, & control group. also shown by helps a lot due clearly show an games into augmented
Augmented the student’s Maroto, 2011; These groups other studies the to it being interest in this education as reality instead of
Reality: A Case improvement Tonoian, 2014) would then take benefits of using interesting and discussion about well as the other virtual reality or
Study of in English glass all talk about the a pretest and a AR games to able to draw the AR in Classroom. articles. normal games.
Pokémon Go.” with the aid of use of IT in fields post-test that improve memory of
Computer using of the English would test their students’ English students when
Assisted Pokémon Language knowledge of AR capabilities. asked about the
Language names and through the aid and then they concepts. They
Learning, vol. language. The of mobile would test them do call for
34, no. 5–6, author is devices. This of the Pokémon further
Routledge, July aimed at helps to show given. The test experiments
2021, pp. 778– tackling the that the English includes a 1-5 with the AR
812. gap between Language is a scale of strongly technology due
https://doi.org/ education and focal point for agree to to this being
10.1080/09588 video games. the inclusion of disagree. They centered among
221.2019.16422 This particular Pokémon Go as would collect Pokémon Go
case goes into the AR games. the data from more than
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Article #5 The authors The discussion The methods The author The children The authors are This article uses This goes into
(INCLUDE aim to find out being added to included 24 argues on there participating in credible due to videogames to how students
CITATION) how video is that of should participants (11 are benefits to the pilot study of them being at a improve the using a specific
games could video games be females and 13 video games and AST showed a university or a student’s program helps
Monteiro, Marta improve included in males) with a the classroom 40-50% increase clinic that helps education as them show the
P., et al. “Piloting students’ self- education. The mean age of 10 that just haven’t in their in the health of well as the other benefits of
an Eight-Session confidence author grabs years and 6 been discovered performance on others. One goes articles. This implementing
and regulation two articles that months. 5 due to standardized to a article argues for games into
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for Elementary their Academy of from 5th grade, various suggest that two researchers education as
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Mindfulness has shown guidelines are students were video games training intervals Corpus Christi.
Concepts and what makes placed on kids’ tested multiple doing more to have the The university is
Video Gaming certain kids screen time and times through an harm is too well students retain known for its
Activities.” progress internet usage, AST session 1 known. They the information research
Journal of better than while National being the also go into quicker. They do programs which
Research in others. These Research pretest and the researchers who ask for more led to these two
Childhood researchers Council, 2011 last being a post- question this research to be researchers
Education, vol. aim to find out has shown that test to statement and done since the being able to
36, no. 3, Taylor how video video games determine the even state how results aren’t perform this
and Francis, games could show effectiveness of certain games or enough to make research.
Nov. 2021, pp. improve this improvement in these certain classrooms could schools accept
ability and motivation, games on the benefit the gaming in their
381–91.
provide more attention, and student’s children. This is curriculum yet.
https://doi.org/
insight into memory. abilities. mainly achieved
10.1080/02568
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Article #6 The authors’ The ongoing The methods The researcher’s The author finds The authors are This article uses This goes into
(INCLUDE purpose is to discussion that used in this argument was that the use of very credible video games to the ways to
CITATION) discover the the authors study include 20 that with the use VR technology since they come improve the benefit the
benefits of contribute to is participants (5 of VR with students from the Zurich student’s special needs
Keller, Thomas, using VR In the the ongoing female, and 15 technology, they who have special University of education as kids and how
et al. classroom discussion of male). 1 female would be able to needs positively Applied well as the other video games
“Integration of with children implementing in class 7 with 7 assist the affected their Sciences, School articles. This one could benefit
with special virtual reality males, 3 females students with education. Yes, it of Management goes into the those kids in the
Children with
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Special Needs in
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Mathematics needs Höntzsch et al. female in class 9 and being more addiction and only did they go This article reality and
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Reality.” difficulties in main function of They were then material they distraction, but levels of benefit of worlds could
International the classroom, Virtual Reality taken out of have to learn. most of the education in the implementing help boost the
Association for the and how it could class individually This is shown results say it was discussion, but games into kids with special
Development of researchers be implemented or in pairs and with the a success. With they know what education as needs
the Information are wondering in the were learning majority of proper they are well as the other mathematical
Society, Jan. if the usage of classroom. More the VR software students saying guidelines, these researching. articles. abilities.
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