2022
DOI: 10.1080/10494820.2022.2091611
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Applying game-based learning in primary education: a systematic review of journal publications from 2010 to 2020

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Cited by 11 publications
(7 citation statements)
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References 70 publications
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“…A potential explanation is that researchers may focus on other aspects of GBLL, such as gamification elements (Butler et al, 2014) and intervention effects (Dore et al, 2019; Hung et al, 2015). However, as Kiili et al (2012) posits, ‘it is a major problem to not ground educational games on either educational or game design principles.’ Without solid theoretical basis, it would be difficult to specify what research variables may influence GBLL and explain how they were integrated into game design or learning curriculum (Guan et al, 2022). Thus, it is suggested that theoretical frameworks should be explicitly stated by researchers in the future.…”
Section: Discussionmentioning
confidence: 99%
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“…A potential explanation is that researchers may focus on other aspects of GBLL, such as gamification elements (Butler et al, 2014) and intervention effects (Dore et al, 2019; Hung et al, 2015). However, as Kiili et al (2012) posits, ‘it is a major problem to not ground educational games on either educational or game design principles.’ Without solid theoretical basis, it would be difficult to specify what research variables may influence GBLL and explain how they were integrated into game design or learning curriculum (Guan et al, 2022). Thus, it is suggested that theoretical frameworks should be explicitly stated by researchers in the future.…”
Section: Discussionmentioning
confidence: 99%
“…Besides gameplay training, lecture was the second frequently adopted pre‐game activity in K‐12 education, as it could provide students with prior knowledge—background on the curriculum, illustration of high frequency words, learning strategies and problem‐solving skills—to fully engage them in GBLL activities (Bado, 2022). It would also come as no surprise to find that GBLL incorporated built‐in handouts mechanism that could help K‐12 students present structured learning content, clear learning tasks and in‐game assistance (Guan et al, 2022). As for during‐game activities, it indicated that classroom management were commonly adopted, followed by scaffolding and technical support.…”
Section: Discussionmentioning
confidence: 99%
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“…With reference to Guan et al (2022), technologies may be categorized as self‐designed or commercial. Whilst commercial software may be more stable and versatile, it is often less personalized or affordable.…”
Section: Methodsmentioning
confidence: 99%
“…First, since theoretical frameworks could help specify how CGBLL can be integrated into learning curriculum (Guan et al, 2022), future research should explicitly state the theoretical frameworks. Second, given that authentic learning contexts could provide rich opportunities for contextualized language practice and facilitate knowledge transfer (Shadiev et al, 2020), future research should explore students' learning outcomes in diversified contexts, such as virtual social platforms and campus.…”
Section: Implications For Researchersmentioning
confidence: 99%