ARTICLES, RESEARCH

and STATS ON VALUE OF GBL

The Rise of Esports

AUGUST 14, 2019

https://njgames.org/the-rise-of-esports/

New Report on Game-Based Learning Traces Revenue, Opportunities

AUGUST 14, 2019

https://www.gamasutra.com/view/pressreleases/348708/New_Report_on_GameBased_Learning_Traces_Revenue_Opportunities.php

Metaari: US surpasses China as top-buying country for game-based learning

Industry revenue is expected to rise to over $24 billion by 2024

AUGUST 15, 2019  Rebekah Valentine

https://www.gamesindustry.biz/articles/2019-08-15-metaari-us-surpasses-china-as-top-buying-country-for-game-based-learning

SERIOUS PLAY MEANS SOME SERIOUS BUSINESS

http://www.gameindustry.com/event-coverage/serious-play-means-serious-business/

DEPARTMENT OF EDUCATION FUNDS AND SUPPORTS EDUCATIONAL GAMES

Dr. Edward Metz Interviewed

Department of Education Funds and Supports Educational Games

Healthy Gaming with Daniel Greenberg

Healthy Gaming with Daniel Greenberg

Digital Games Help Students Become Successful Readers

New Jersey Teachers Magazine. Great work being done in this area by Matthew D. Farber, Karen Schrier S, Paul Darvasi, and John Fallon. https://drive.google.com/file/d/1yhTiVbKpP8fapz1Gjldbwgcz18wYoUor/view

Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: A meta-analysis

From meta-analysis of virtual reality, worlds, and games learning research.

“Key findings included that: games show higher learning gains than simulations and virtual worlds.”

https://www.sciencedirect.com/science/article/pii/S0360131513002108

Research Article: Success factors for serious games to enhance learning: a systematic review

Recently, I was doing some work for a peer-reviewed article and came across this interesting piece. Good guildelines for creating serious learning games.

http://karlkapp.com/research-article-success-factors-for-serious-games-to-enhance-learning-a-systematic-review/