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Chapter 16
The Effcacy of Games and
Simulations for Learning
Louise Sauvé
Télé-université, Canada
Lise Renaud
University of Quebec in Montreal, Canada
David Kaufman
Simon Fraser University, Canada
INTROdUCTION
Game and simulation research on learning has been
characterized by a large variety of approaches, as
well as discrepancies in the presentation and inter-
pretation of results. These have led to contradictory
and confusing results on their educational efficacy.
To begin to address these issues, we undertook a
literature review based on a validated analytical
framework to gauge the efficacy of educational
games and simulations on learning (Sauvé, Re-
naud, Kaufman, & Sibomana, 2008). This review
identified 2,244 articles on games, simulations and
simulation games published during the period 1998
– 2008 and analyzed in detail 806 relevant English
and French articles to reach our conclusions.
To ensure that the activities in the reviewed
literature were truly “games” and “simulations,”
we initially determined the essential attributes of
these concepts, as presented in Chapter 1. This work
enabled us to identify specific impacts as arising
from games, simulations, or simulation games,
based on descriptions or definitions of the learning
activities as written by the article authors. Based
AbSTRACT
This chapter presents a synthesis of the literature (1998-2008) on the effcacy of games and simulations
for learning. Based on defnitions and sets of essential attributes for games and for simulations, the
authors examine the contributions of each to knowledge structuring and the development of problem
solving skills. Noting that games and simulations have positive learning outcomes in various situations,
the authors present variables to measure the knowledge and skills developed by learners who use games
and simulations. This work is intended to contribute to the development of an analytical framework for
future studies on the effcacy of games and simulations for learning.
DOI: 10.4018/978-1-61520-731-2.ch016