Zhihui Cai

Dr. Zhihui Cai


Research Focus & Metrics

Academic Career Length

10Years (2017-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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28 January 2023 in Adolescent Research Review
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Journal Article
Closed access
PDF file
ZCZhihui Cai
Zhihui Cai
PMPeipei Mao
Peipei Mao
ZWZhikeng Wang
Zhikeng Wang
DWDandan Wang
Dandan Wang
JHJinbo He
Jinbo He
XFXitao Fan
Xitao Fan

26 August 2019 in Journal of Happiness Studies
Verified
Journal Article
Closed access
PDF file
XCXinjie Chen
Xinjie Chen
ZCZhihui Cai
Zhihui Cai
JHJinbo He
Jinbo He
XFXitao Fan
Xitao Fan

19 May 2023 in International Journal of STEM Education
Verified
Journal Article
Open access
PDF file
YGYang Gui
Yang Gui
ZCZhihui Cai
Zhihui Cai
YYYajiao Yang
Yajiao Yang
LKLingyuan Kong
Lingyuan Kong
XFXitao Fan
Xitao Fan
RTRobert H. Tai
Robert H. Tai
Digital educational games exhibit substantial promise in advancing STEM education. Nevertheless, the empirical evidence on both the efficacy of digital game-based learning and its designs in STEM education is characterized by notable inconsistencies. Therefore, the current study aimed to investigate (1) the general effect of digital game-based STEM learning over STEM learning without digital game, and (2) the enhancement effect of added game-design elements against base game versions in STEM learning. Two meta-analyses were conducted in this study. Based on the 136 effect sizes extracted from 86 studies, the first meta-analysis revealed a medium to large general effect of digital game-based STEM learning over conventional STEM learning (g = 0.624, 95% CI [0.457, 0.790]). In addition, digital game-based STEM learning appeared to be differentially effective for different learning outcome, different types of game, and different subject. A total of 44 primary studies and 81 effect sizes were identified in the second meta-analysis. The results revealed a small to medium enhancement effect of added game-design elements over base game versions (g = 0.301, 95% CI [0.163, 0.438]). Furthermore, our results indicated that the game-design elements added for content learning were more effective than those added for gaming experience. Possible explanations for these findings, as well as the limitations and directions for future research were discussed.

1 February 2019 in Public Health
Verified
Journal Article
Closed access
JHJinbo He
Jinbo He
XCXinjie Chen
Xinjie Chen
XFXitao Fan
Xitao Fan
ZCZhihui Cai
Zhihui Cai
FHFang Huang
Fang Huang

16 August 2019 in Current Psychology
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Journal Article
Closed access
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HLHao Lei
Hao Lei
WMWeijie Mao
Weijie Mao
CCChoo Mui Cheong
Choo Mui Cheong
YWYi Wen
Yi Wen
YCYunhuo Cui
Yunhuo Cui
ZCZhihui Cai
Zhihui Cai

11 October 2021 in Educational Psychology Review
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Journal Article
Closed access
PDF file
XCXinjie Chen
Xinjie Chen
JHJinbo He
Jinbo He
ESElizabeth Swanson
Elizabeth Swanson
ZCZhihui Cai
Zhihui Cai
XFXitao Fan
Xitao Fan