IMAGES

  1. (PDF) Gamified Digital Game-Based Learning as a Pedagogical Strategy

    literature review on digital game based learning

  2. (PDF) Review of Digital Games and Language Learning: Theory

    literature review on digital game based learning

  3. (PDF) Digital Game Based Learning DGBL Model and Development

    literature review on digital game based learning

  4. (PDF) Effects of Multi-Genre Digital Game-Based Instruction on Students

    literature review on digital game based learning

  5. (PDF) The Effects of Digital Games on Student's Learning Experience: A

    literature review on digital game based learning

  6. (PDF) Digital Game-Based Learning as A Solution to Fun Learning

    literature review on digital game based learning

VIDEO

  1. Games Based Learning

  2. Background, Literature Review, and Theoretical Framework -- Sarah Lynne Bowman

  3. Exploring the efficacy of digital game based learning

  4. 1 Year of Game Development (GAME EARNINGS REVEAL)

  5. How Digital Game Based Learning

  6. Save the Ducks

COMMENTS

  1. (PDF) Literature Review: Learning Through Game-Based Technology

    K, P. P., Mittal, M., Aggarwal, A. (2023) Literature Review: Learning Through Ga me-Based Technology Enhances Cognitive Skills. may be taught in a way that is very different from how it is taught ...

  2. Game-based learning pedagogy: a review of the literature

    The present study sought to elicit insights into pedagogical practices pertaining to the integration of digital games into teaching and learning. A review of peer-reviewed journal articles published in English over the past 10 years uncovered common pedagogical themes that were categorized into a pre-game, game, and post-game taxonomy. The ...

  3. Digital game-based learning in K-12 mathematics education: a systematic

    The application of mathematical skills is essential to our daily routine and is foundational for numerous disciplines. Among various computer-supported learning methods, Digital Game-Based Learning (DGBL) has been perceived as a promising method in teaching mathematics, promoting students' interest, and motivation. Therefore, the aim of this systematic literature review is to provide a ...

  4. PDF Principles and Best Practices of Designing Digital Game-Based Learning

    Carr et al., 2006; Kafai, 2006; Papert, 1993). As the interest in serious games for learning started to grow, researchers have been investigating not simply the use of games in an educational context, but the value of designing models of digital game-based learning (DGBL) environments (e.g., Alaswad & Nadolny, 2015; An &

  5. The effect of digital game-based learning on student learning: A

    Digital game-based learning can be used by educators to support students in developing skills. This review examined the effect of digital game-based learning on student learning at the K-12 level. Sixteen peer-reviewed research studies, two meta-analysis studies, and two literature reviews published between 2011-2019 were selected for analysis.

  6. Assessing Learning Outcomes Through Digital Game-Playing: A ...

    This paper aims to present a systematic literature review on empirical digital games (DG) studies. The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) was followed as a ... Based on the reviewed papers, learning outcomes are classified into three types: cognitive outcomes, affective outcomes, game performance and ...

  7. Designing digital game-based learning for professional upskilling: A

    In conclusion, our systematic literature review found supportive evidence for DGBL to be an effective teaching tool if the three areas, game design and development, use of pedagogy, and role of teachers, were addressed. ... Digital game-based learning (DGBL) is a proven educational tool, yet its application in professional DfS training remains ...

  8. Frontiers

    Two groups using digital game-based learning (EG1, EG2) had higher learning achievements than the students who only learned by conventional approaches (CG; Lin et al., 2018), supporting the following findings: 1. Through digital game-based learning, students have better learning achievement compared to conventional learning approaches. 2.

  9. A systematic review of mobile game-based learning in STEM education

    Research on mobile game-based learning has been gaining attention in the past few years. To understand the potential of mobile game-based learning in STEM education, a systematic review was conducted. Based on a set of inclusion and exclusion criteria, 30 articles published during the years of 2010 through 2019 were included. Analyses were conducted to identify the contexts of studies ...

  10. The Effect of Digital Game-Based Learning Interventions on Cognitive

    Digital game-based learning (DGBL) interventions can be superior to traditional instruction methods for learning, but previous meta-analyses covered a huge period and included a variety of different target groups, limiting the results' transfer on specific target groups.

  11. Full article: Game-based features in intelligent game-based learning

    Introduction. Game-based learning environments have been recognized as one of the fastest growing research areas in the twenty-first century (Lester et al., Citation 2013; McNamara et al., Citation 2010).Numerous studies have shown that game-based learning environments have a positive effect on students' learning motivation and achievement (Chang et al., Citation 2017; Hwang & Chen, Citation ...

  12. Digital game-based learning: Impact of instructions and feedback on

    In a literature review of 68 studies, Randel et al. (1992) noted that just 22 studies comparing digital games with conventional classroom instruction concluded that games/simulations had a beneficial effect on learning performance. Nonetheless, the authors found that 12 of the 14 studies looking at motivation concluded that DGBL is more ...

  13. Digital Game-Based Learning: Foundations, Applications, and Critical

    Origins of Digital Game-Based Learning and Related Terms. Once dismissed as a childhood pastime, a venue for mindless entertainment, or a distraction from more productive life pursuits, digital games have emerged as a powerful social, cultural, and economic force during the past 30 years, growing exponentially and becoming commonly played among an expanding range of demographics.

  14. A Systematic Review on Digital Game-Based Versus Traditional Learning

    A digital game-based learning approach is a sophisticated method in which the student is dynamically involved in the learning. The traditional or old learning technique is fully replaced by this ...

  15. A systematic literature review of game-based learning in Artificial

    Among them, 22.39% of games were with real characters, 11.94% were with virtual characters and 64.18% were with no characters. Besides, games were used in three main forms in AI education: games as teaching tools (78.95%), games as student works (12.03%), and games as a competing mechanism (9.02%).

  16. UNI ScholarWorks

    review examined the effect of digital game-based learning on student learning at the K-12 level. Sixteen peer-reviewed research studies, two meta-analysis studies, and two literature reviews published between 2011-2019 were selected for analysis. The reviewed research indicated that when digital game-based learning is used that includes key ...

  17. Game-based Learning and 21st century skills: A review of recent

    Given the lack of consistent empirical evidence with respect to the effectiveness of game-based learning, this review aims to examine the most recent literature regarding game-based learning and seeks to further understand the influence of games on learning, with a major focus on students' 21st century skill development. 2. Literature review2.1.

  18. Digital game-based learning in music education: A systematic review

    Digital game-based learning is increasingly integrated into classrooms, offering a novel approach to combining informal and formal music education. ... Hainey T., Boyle J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686. Crossref. Web of Science ...

  19. PDF Using Digital Game-Based Learning for Students with Intellectual

    The purpose of this systematic literature review is to explore the area of digital Game-Based Learning (GBL) for students with intellectual disabilities as a tool that enables positive impact on learning and mastering specific skills in order to make recommendations for future research. Twenty-one studies were selected from different databases.

  20. PDF 'Leave No One Behind': a Systematic Literature Review on Game-based

    purpose of this paper is to systematically analyze research conducted on Game-Based Learning (GBL) courseware to support the education of children with LD. A systematic literature review was undertaken, following the PRISMA framework for paper selection. A total of 109 articles were retrieved from the Scopus and Science Direct

  21. PDF Game-Based Learning and Digital Game-Based Learning:

    2014; Tokac, Novak, & Thompson, 2019; Van Eck, 2015). This paper introduces game-based. learning and digital game-based learning results from various studies on student engagement and. learning outcomes, as well as a discussion of how these findings affect the development of. Prodigy Math Game, the supplemental math platform.

  22. Effects of digital game-based learning on students' digital etiquette

    Digital game-based learning (DGBL) is an instructional strategy that merges digital games and educational design [27,31]. It has been shown to promote students' learning motivations and engagement. ... Designing engaging games for education: a systematic literature review on game motivators and design principles. IEEE Transactions on Learning ...

  23. Motivational incentives in the context of online game-based formative

    This study explores the factors influencing students' online game-based learning (OGBL) performance. At present, motivating students to engage in learning actively represents a significant challenge faced by teachers and other stakeholders. Additionally, the findings of a variety of OGBL studies have been inconsistent or contradictory, particularly regarding virtual rewards. This study ...

  24. Review The use and impact of game-based learning on the learning

    Therefore, there has been a widespread search for learning methods that incorporate digital technologies and active student participation in recent years. Game-based learning may be an option, as it uses game-design elements to enhance academic performance and learning. ... The research question for the literature review was "How has game ...

  25. (PDF) Game-Based Learning: A Review on the Effectiveness ...

    ABSTRACT. A new interest in the use of video games for learning has emerged and a number of claims are made. with respect to the effectiveness of games in education. These educational games are ...

  26. The Role of Digital-Game Based Language Learning in EFL Vocabulary

    This study investigates the role of Digital-Game Based Language Learning (DGBLL) in helping students learn and retain English vocabulary items in a foreign language context. Using a quantitative approach, data was collected from 80 students enrolled in four different levels of the General Foundation Program at the University of Technology and Applied Sciences, Ibra, Oman.

  27. Assessing Scientific Inquiry: A Systematic Literature Review ...

    While national curricula in science education highlight the importance of inquiry-based learning, assessing students' capabilities in scientific inquiry remains a subject of debate. Our study explored the construction, developmental trends and validation techniques in relation to assessing scientific inquiry using a systematic literature review from 2000 to 2024. We used PRISMA guidelines in ...