The focus of upper education institutions is that the preparation of future professionals. to realize this aim, innovative teaching methods are often deployed, including games and simulations, which form the topic of this paper. because the field of digital games and simulations is ever maturing, this paper attempts to systematically review the literature relevant to games and simulation pedagogy in education . Two researchers collaborate to use a qualitative method, coding and synthesizing the results using multiple criteria. the most objective is to review the impact of games and simulations with reference to achieving specific learning objectives. after all , results indicate that games and/or simulations have a positive impact on learning goals. The researchers identify three learning outcomes when integrating games into the training process: cognitive, behavioural, and affective. As a final step, the authors consolidate evidence for the advantage of academics and practitioners in education curious about the efficient use of games and simulations for pedagogical purposes. Such evidence also provides potential options and pathways for future research.

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