A meta-synthesis study in interactive learning environments: digital games in health education


Efe H., UMDU TOPSAKAL Ü.

Interactive Learning Environments, 2022 (SSCI) identifier

  • Publication Type: Article / Review
  • Publication Date: 2022
  • Doi Number: 10.1080/10494820.2022.2120016
  • Journal Name: Interactive Learning Environments
  • Journal Indexes: Social Sciences Citation Index (SSCI), Scopus, Academic Search Premier, Applied Science & Technology Source, Communication Abstracts, Computer & Applied Sciences, EBSCO Education Source, Educational research abstracts (ERA), ERIC (Education Resources Information Center), INSPEC, Psycinfo
  • Keywords: digital games, health education, Interactive learning environments, meta-synthesis, research
  • Yıldız Technical University Affiliated: Yes

Abstract

Interactive learning environments are new generation learning environments that support the use of technology in education. The most popular and most entertaining of these technological learning environments are digital games. Within the scope of the study, digital games and health education related keywords were searched in ProQuest, Web of Science and Google Scholar databases. In the study, which focused on the years 2015–2021, a total of 557 articles were reached and 23 articles the inclusion criteria in line with the criteria determined before the research. Various age groups were examined in the studies. Design-based research has been carried out mostly in the field of sexual health education. The results show that the effects of the use of digital games in health education on participants’ health knowledge and health literacy, health motivation and attitude, health self-efficacy and self-awareness, and participants’ views on game usability and game experience were examined. In addition, it was stated in some studies that the health status of participants who played digital health games improved. In all of the studies examined in the current meta-synthesis, positive results were obtained in the use of digital games in health education. The article ends with the identification of gaps in the literature and recommendations for additional research.