EDUCATIONAL COMPUTER CARD GAMES ACROSS DISCIPLINES DURING THE LAST DECADE

A. Gousiou, M. Kordaki

University of the Aegean (GREECE)
Educational Computer Card Games (ECCGs) have been designed to support the learning of various disciplines. Hence, this review paper examines the literature on ECCGs in respect to the discipline, the specific learning subject they refer to and the educational level they were used to. Search terms identified 52 papers referring in ECCGs during the last decade. The findings revealed that reviewed ECCGs are used to enhance learning in all educational levels, both in curriculum-oriented context or not, in the following disciplines: computer science, mathematics, science, language, foreign language, health, history, museum experience, social life, and business management. In specific cases, interdisciplinary as well as content-independent approaches were suggested. Consequently, a global perspective for what researchers have done so far in the field of ECCGs is provided as well as a factual basis for the future development and adoption of ECCGs in a creative way, by teachers, professors and game-designers.