Video and computer games have become an inherent part of our culture and society (Papastergiou, 2008). Not only children, but adolescents as well are fascinated by the thought-provoking engagement of playing video games. With the popularity of gaming, it is no wonder that teachers have looked at digital platforms in order to instruct and engage students in their learning. In recent years, teachers have begun to incorporate digital games into their curriculum (Jamet, 2013). Game-based learning allows students to connect with information in a way that is very different from traditional methods (Partovi & Razavi, 2019). Erhel and Jamet (2013) define game-based learning as a competitive activity in which students set educational goals intended to promote knowledge acquisition. They continue to add that game-based learning brings together an entertainment medium that is designed to bring about enhanced cognitive thinking.
Recently, research is focused on the learning effectiveness of using game-based learning, and how it can enhance student motivation and engagement in various content areas. Students are able to problem-solve and think critically as they move through games. Game-based learning offers highly engaging activities, which help meet students’ interests. Therefore, students are more likely to be motivated and engaged in the content because they are enjoying what they are doing. Liu and Chen (2013) found that after using game-based learning, the majority of students preferred this method of learning and hoped it would continue in the future. As we look at the popularity of gaming in our culture, we can see why teachers have incorporated it into the classroom as an effective tool to help engage students in their learning.
The literature chosen for this review are empirical, peer-reviewed articles found using the ERIC and EBSCO Education Full-Text databases via Cal State Fullerton Pollak Library. The keywords used in this search were: game-based learning, effects, motivation, student achievement, engagement, and learning effectiveness. To narrow down the process of searching for articles, all of the articles used were published within the last decade. The articles focus on the grade spans of elementary to higher education. The three major themes that emerged were: (a) academic achievement (b) motivation and engagement, and (c) collaboration and cooperation.
Teachers are turning to game-based learning because playing games intrinsically motivates and engages students in the content, which is sometimes in contrast to what may be taking place in a traditional setting. Games are often motivating and engaging, but recent studies are turning their attention to the learning effectiveness of game-based learning as a tool in education. Game-based learning can have a positive impact on students' academic achievement (Karakoç et al., 2020).
Game-based learning differentiates learning which helps meet the needs and learning styles of all learners (Partovi & Razavi, 2019). As students move forward in the game, feedback and recognition are given, which promotes student self-efficacy of the subject due to reaching a goal (Chen et al., 2019). When used in a nutrition class where there was low interest, game-based learning was used as a means to engage students in the content and showed positive results in academic achievement (Yien et al., 2012). Students with math anxiety were encouraged when given feedback and recognition during game-based learning (Hung et al., 2014). By engaging and meeting the needs of all learners, game-based learning promotes learning effectiveness.
The research found that game-based learning has a positive impact on students' academic achievement (Karakoç et al., 2020). According to Karakoç et al. (2020), game-based learning has an effect on all subject matters, including math. However, Hung et al. (2014) argues that research has hardly explained the effectiveness of game-based learning on students' academic achievement and its effect on students who specifically suffer from “mathematical anxiety”. Karakoç et al. (2020) further explains that the effectiveness of game-based learning can differ from one subtopic in math to another. In addition, Hung et al. (2014) explains that good game design may have a positive impact on students' motivation and academic achievement in math.
Hung et al. (2014) findings reveal the staggering impact of game-based learning on mathematical anxiety, student productivity, learning, and motivation compared to traditional learning. The use of game-based learning for math encourages students to acquire a skill due to the instantaneous feedback the game provides for students (Hung et al., 2014). Therefore, students become highly engaged and motivated to continue with their math learning despite its difficulty (Hung et al., 2014). In addition, students' productivity in math increases as a result of their engagement with the game. Surprisingly, Hung et al. (2014) explains the decrease in math anxiety levels when students are learning math through a game, unlike learning through the traditional way, where anxiety levels rise. Finally, it is clear how game-based learning can positively shift students' learning to be more successful.
Mathematical game based learning tools range from board games to complex computer software programs. Therefore, educators are encouraged to find the tool(s) that best fit learners and are age appropriate. Some examples can be found by clicking the link here.
Game designers discuss the process of creating an effective math software:
Here is an example of a popular math game:
Game-based learning offers highly engaging activities which help meet students’ interest. The use of game-based learning can help promote student interest and retention of content is a crucial content area, such as nutrition. Yien, et al. (2011) state that nutrition education is a crucial factor in promoting good health. However, engaging in learning activities can be difficult to create for nutrition courses because of students’ low interest in this content area. Game-based learning can be provided in order to increase students’ interest in nutrition content. Yien et al. (2011) also argue that students receiving nutrition education should be immersed in the experience of the learning, in order to benefit from it. Game-based learning can help provide this type of learning experience for students through the use of visuals, real-life situations, and engaging tasks.
According to Yien et al. (2012), game-based learning had positive effects on students’ learning achievement in a nutrition course. Students who received nutrition instruction through the game-based learning approach produced higher learning achievement, as well as higher learning attitudes, than students who received instruction with the traditional method. According to Sung and Hwang (2012), game-based learning was also found to result in higher student knowledge retention and stimulate students’ abstract thinking. Students who received the game-based learning approach reported positive views toward the influence of game-based learning on food and drink habits, as well as nutrition knowledge learning. Nutrition knowledge can have a huge impact on students’ food and drink habits, as well as attitudes about nutrition education. Therefore, educators should provide students with game-based learning instruction in order to result in higher content knowledge of nutrition.
Game-based learning allows students to connect with information in a way that traditional methods simply cannot (Partovi & Razavi, 2019). As many key concepts in science are fairly abstract, this type of instruction is crucial to help students demonstrate mastery. Sung and Hwang (2012) found that learning achievement was positively affected by game-based learning. Students who received instruction in a game-based learning format, collaborating with group members on a repertory grid, demonstrated mastery of difficult concepts in science. Partovi and Razavi (2019) also found that students playing instructional computer games through a game-based learning format had significantly higher academic achievement and better learning attitudes towards science learning than students who received instruction through a traditional method. The use of game-based learning requires that students be active learners in the learning process, as well as endure the process of trial and error.
Sung and Hwang (2012) state that computer games encourage an inductive reasoning style of thinking, similar to the style of thinking scientists engage in when researching a new topic. For example, creating a game-based learning activity where students are engaging in the process of discovery through a series of experiments. Students are then required to determine the hypotheses of the experiments. Computer software programs such as Labster are synonymous with taking students through virtual scientific simulations, although instructors should note that the software does operate by supscription. Partovi and Razavi (2019) state that this type of learning experience will enable students to take ownership of their learning. Game-based learning also allows flexibility in pace. Partovi and Razavi (2019) state that game-based learning allows education to be personalized to meet the needs and properties of learners. Many educators strive for instruction to be differentiated to meet students’ individual needs. Therefore, game-based learning can help provide this kind of instruction through its non-linear format.
Game-based learning provides engagement and motivation, which are important aspects of a learning environment (Hung et al., 2014). Karakoç et al. (2020) explain how games provide the sense of enjoyment and playfulness that students strive in and become more engaged and motivated. Furthermore, engagement relies on the experience and attitudes students use in a game-based learning environment (Abdul Jabbar & Felicia, 2015). Karakoç et al. (2020) further add that students' experiences in adjusting to the game rules and communication laws with other players develop students' social skills, which will help them in their future lives.
According to Karakoç et al. (2020), it is not clear if there is a difference in results for different age groups, but it might differ among genders. In addition, Abdul Jabbar and Felicia (2015) explain the positive impact of cognitive and emotional engagement on students' learning experience. Other aspects, such as game incentives, create an environment that motivates students to grow and become academically successful (Abdul Jabbar & Felicia, 2015).
Providing incentives in game-based learning can motivate users to put their best effort and to perform better in the learning context (Kim et al., 2019). Chen et al. (2016) found that games that incorporate digital badges and leaderboards positively impact students’ self-efficacy. Chen et al. (2019) believes that students who obtain a digital badge receive immediate, positive learning feedback and visible recognition. The student then becomes more motivated and assured that they have the capabilities to reach the goal, which in effect, enhances their self-efficacy (Chen et al., 2019). Chen et al. (2019) also found that the badging systems motivated students toward continued engagement, which then supported their skill acquisition of the learning content, as well as enhanced their self-efficacy.
Chen et al. (2019) also found effectiveness in leaderboards. Students are often competitive in nature and compare themselves with peers in a game. This was found to raise self-efficacy (Chen et al., 2019). Students visibly seeing the leader board motivated the learners to practice more. The more they practiced, the more their learning outcome increased (Chen et al., 2019). Therefore, educators incorporating game-based learning programs which offer incentive designs will positively affect learning performance and growth.
Computer games captivate our current youths’ attention for hours a day, so it is understandable that educators are finding ways to incorporate game-based learning into their scope of teaching as an educational and motivational tool for learning (Kujala et al., 2013). Therefore, a game needs to be designed in such a way to accomplish both. Kim et al. (2019) found that students using a performance-contingent, reward-based game produced players who had a positive experience from the rewards within the game. A performance-contingent, reward-based game includes both intrinsic and extrinsic motivational tools (Kim et al., 2019). Kim et al. (2019) found that the players' intrinsic motivation increased to perform better at the game, which then increased the players' want for rewards. This then increased the users' extrinsic motivation for rewards to drive them towards performing better in the learning aspects of the game (Kim et al., 2019). Kim et al. (2019), therefore, concluded that a meaningful rewards system within a game-based learning system creates a positive attitude toward learning, increases motivation, creates higher levels of effort, and increases the want to perform better to earn those rewards. Therefore, utilizing a game-based learning system, with performance-contingent rewards, will increase student motivation to perform well and also increase their learning of the content material.
Educational games are important in creating an engaging and motivating learning environment (Karakoç et al., 2020). Students, of all ages, learn how to follow rules, communicate with others, and develop skills when they gameplay. Game-based learning would be successful if the game was designed properly (Karakoç et al., 2020). Abdul Jabbar and Felicia (2015) explain the complexity of creating a game and they indicate the importance of including the four components of a successful game: multimedia, playfulness, interaction, and motivation, to make the game more effective and motivating. According to Abdul Jabbar and Felicia (2015), these components have a positive impact on students' cognitive and emotional engagement. It is imperative to engage students emotionally and cognitively to help them learn their content and academically succeed (Abdul Jabbar & Felicia, 2015).
According to Abdul Jabbar and Felicia (2015), game-based learning has many effects on students. The effect of emotional engagement, which impacts students' behaviors, is an eagerness to learn, and motivation to acquire new skills (Abdul Jabbar & Felicia, 2015). For example, curiosity to solve a problem in the game; excitement to play a new game; and confidence to win after they have learned a new skill (Abdul Jabbar & Felicia, 2015). Another type is cognitive engagement, which impacts students learning new content knowledge, and applying the skills they have learned to play the game (Abdul Jabbar & Felicia, 2015). For instance, students learn by searching through a game; noticing patterns through animation and graphics; and becoming skillful at analyzing or summing up what they have learned (Abdul Jabbar & Felicia, 2015). Hence, game-based learning is essential in teaching, as it creates a robust learning environment, and engages students to learn in a fun and exciting way (Karakoç et al., 2020).
Students of all genders can find excitement in learning through game-based learning and it has been used successfully in educational settings. Although, many studies have begun to look at the relationship between gender, motivation, and learning outcomes (Lukosch et al., 2017; Chung & Chang, 2016). Lukosch et al. (2017) found that gender does have an impact on game performance and female participants outperformed male participants in certain areas. These different outcomes could be contributed to preferences and the different uses of games by both genders. Additionally, regardless of gender, game-based learning had positive responses and there were no overall differences in learning outcomes (Lukosch et al., 2017). Although, there did seem to be a difference when it came to the genre of the game. For example, male learners had better achievement while playing games that were more competitive, while female learners experienced higher learning anxiety in more competitive gaming (Chung & Chang, 2016). Motivation did differ by gender in relation to the type of game being played. It was found that female learners preferred games of the moderate genre, which included themed tasks and exploration, while male learners enjoyed competition and collaboration (Lukosch et al., 2017). Lukosch et al. (2017) discuss that one’s gender does not necessarily mean that one will perform better than the other, but there are social and individual differences that can play a role in motivation and learning outcomes.
Overall, Chung and Chang (2016) found that an ideal game-based learning environment has high intensity and high engagement activities, which promote motivation and engagement. Focusing on games that fit this criterion can limit the influence gender differences have on learning outcomes. Similar to Lukosch et al. (2017) and Chung and Chang (2016), Yien et al. (2011) found that there was no significant difference in learning attitudes, learning achievement, and nutrition habits between males and females. This shows that game-based learning is a beneficial approach for both genders in improving their learning achievements and learning attitudes.
The utilization of game-based learning has been argued to increase motivation and engagement, furthermore, the implementation of massively multiplayer online games (MMOGS) is a unique tool to promote problem-solving skill development (Eseryel et al., 2014). For there to be high levels of motivation, there needs to be autonomy, competence, and relatedness, which leads to intrinsic motivation and interest thus resulting in higher engagement (Eseryl et al., 2014). Self-efficacy, which is the belief in one’s own abilities, is also a factor in student engagement, motivation, and a predictor of future learning outcomes (Eseryl et al., 2014). When providing students with a game-based learning environment, it is important to provide learners with opportunities for autonomous choices, which allows them to have a sense of control over the environment (Eseryl et al., 2014). Students should also feel that when they are engaging in a game-based learning environment that they are working towards an end-goal or achievement and it is important for feedback mechanisms within the game to help students develop a sense of competence (Eseryl et al., 2014). It is important for gameplay design to take into consideration the number of factors that might negatively affect a student’s performance, such as usability and difficulty of tasks (Eseryl et al., 2014).
Eseryl et al. (2014) found that when the game did not fulfill their expectations, their interest in the game and solving the task went down, but they still continued to play most likely due to it being the only activity in class. Students’ self-efficacy and increased engagement were due to being able to solve the obstacles within the game and in turn, students put forth more effort and showed more persistence in solving the tasks (Eseryl et al., 2014). Overall, one of the key elements of gameplay design is for it to promote student engagement by providing students with challenging scenarios and tasks to progress through gameplay, which keeps them engaged, motivated, and focused (Eseryl et al., 2014). When designing gameplay, a critical issue that needs to be addressed is developing a game that is able to sustain students’ interest and motivation over time as well as scaffolding to keep them engaged (Eseryl et al., 2014). In summary, designing games that provide students with adequate autonomy and challenging tasks to complete a goal further promotes motivation and engagement, but that does not mean every game will promote this so it is important to find games that include these characteristics (Eseryl et al., 2014).
Motivation and engagement are crucial factors to successful academic performance. According to Yien et al. (2011), game-based learning has been found to boost motivation through the presence of challenge, adventure, and opportunity of freshness offered in this type of learning format. Sung and Hwang (2012); Partovi and Razavi (2019) both state that game-based learning shifts the learning from teacher-led to student-centered. Being more focused on student-centered learning rather than teacher-led instruction is a reason why game-based learning has been shown to lead to higher academic motivation and more positive learning attitudes than traditional methods. For example, Partovi and Razavi (2019), found that students who received game-based learning had significantly higher academic achievement and better attitudes towards science learning than those who received instruction in the traditional format. Results of this study also showed that students who used game-based learning had higher learning attitudes and learning achievement than before. This shows the impact game-based learning has not only on students’ learner attitudes but also on the students’ education. Sung and Hwang (2012), also found that intrinsic motivation was a result of game-based learning. For example, students receiving game-based learning instruction, while collaboratively completing a repertory grid reported the highest learner attitudes when compared to students who received game-based learning instruction independently, or without the use of the grid.
In contrast to these findings, Yien et al. (2011) found that there was no significant difference between the learning attitudes of students who received game-based learning instruction and students who received instruction with the traditional approach. Learning attitudes were higher for students receiving game-based learning, but there was no significant difference in scores between the two groups. Students reported having positive attitudes toward the influence of computer games on nutrition attitudes, as well as hoping to apply game-based learning to other subjects.
The utilization of game-based learning has several benefits in the classroom and has also shown to be effective through using collaborative methods (Chen et al., 2014; Yien et al., 2011 ). Chen et al. (2014); Eseryl et al. (2014); Yien et al. (2011) have looked at the relationship between game-based learning and collaboration, as well as its impact on motivation, engagement, and learning outcomes. Utilizing game-based learning collaborative formats increases motivation, develops life skills for the future, and promotes peer interaction (Chen et al., 2014; Yien et al., 2011 ).
Partovi and Razavi (2019) discuss the benefits game-based learning has in addition to learning and achievement. Game-based learning can promote interaction between peers. Game-based learning has been found to be even more successful when combined with a collaborative approach. Yien et al. (2011) found a significant difference in learning achievement and learning attitudes between three different types of groups receiving game-based learning instruction. One group received game-based learning, while collaboratively completing a repertory grid. One of the control groups received game-based learning collaboratively without the repertory grid, while the other control group received game-based learning and completed the repertory grid individually. Yien et al. (2011) found that the experimental group receiving game-based learning and collaboratively completing the repertory grid had significantly higher learning achievement and learning attitudes than both control groups. The control group receiving collaborative game-based learning also reported higher achievement than the control group who completed the game-based learning activity independently. This finding shows that the collaborative approach helped facilitate their learning performance and was found to be extremely beneficial to students’ learning achievement and learning attitudes. Yien et al. (2011) also found that use of a repertory grid in a collaborative format also enhanced students’ self-efficacy by providing clear objectives for groups to discuss in an efficient way, as well as provide clear expectations for what needed to be completed. By combining game-based learning and collaboration, it will help students develop skills for future careers.
Game-based learning has become increasingly popular in being used for instructional purposes. Researchers have been studying ways to make these games more effective in having students reach learning goals (Chen et al., 2014). For example, students who played mobile games to learn content scored higher on a knowledge test than students who received regular class lessons (Chen et al., 2014). Furthermore, research has looked at the effects of using collaborative modes of game-based learning and solitary modes. Collaborative learning refers to students of various performance levels working together to achieve a learning goal (Chen et al., 2014). When students are working collaboratively, they are required to discuss, reason, and challenge each other’s ideas. Chen et al. (2014) examines the effects of collaborative game-based learning in comparison to students participating individually through game-based learning. They found that collaborative game-based learning increases social interaction and supports the reconfiguration of a student’s schema (Chen et al., 2014). Overall, in regards to learning outcomes, both collaborative and solitary groups did not perform differently on their post-test and found that those who played collaboratively did not necessarily do better in terms of the learning outcomes (Chen et al., 2014). Additionally, students who participated in collaborative and solitary modes of game-based learning had no differences in learning motivation (Chen et al., 2014). In contrast, Eseryl et al. (2014) found that collaborative game-based learning does contribute to a student’s motivation and engagement. It is important to note that collaborative game-based learning provides students with the opportunity to reason abstractly, problem-solve, and promotes the reconstruction of their knowledge schema (Chen et al., 2014). Regardless of collaborative or solitary modes, game-based learning promotes the exploration of learning concepts explicitly and mindfully, but collaborative game-based learning “enriches the learning experience and collective problem solving that brings students to the next level of learning” (Chen et al., 2014, p. 244).
Game-based learning can be an effective tool in educating students. The research has found that gameplay, for learning purposes, has a positive impact on a student’s academic success (Karakoc et al., 2020). Not only is game-based learning engaging and motivating, but it also allows a student’s education to be personalized to meet their needs and learning styles (Partovi & Razavi, 2019). For example, students who experienced math anxiety, in a traditional setting, felt less anxiety when learning through game-based learning (Hung et al., 2014). When used in science, it allowed students to connect with information in a way that traditional methods simply could not (Partovi & Razavi, 2019). Sung and Hwang (2012) state that computer games encourage an inductive reasoning style of thinking, similar to the style of thinking scientists engage in when researching a new topic. With the low interest of students in the area of nutrition, game-based learning was utilized in order to engage students in the learning with positive results (Yien et al., 2012). Liu and Chen (2013) found that after using game-based learning, the majority of students preferred this method of learning and hoped it would continue in the future. As a result of using game-based learning, there has been a positive impact on student achievement by being able to meet the needs of students.
Motivation and engagement are two reasons why teachers are incorporating game-based learning into their curriculum. By providing incentives to get through the game like badges and leaderboards, students gained self-efficacy in the content along with the intrinsic motivation to get better and receive extrinsic rewards for their achievements. Hence, game-based learning is essential in teaching, as it creates a robust learning environment, and engages and motivates students whether they are working collaboratively or alone, to learn in a fun and exciting way (Karakoç et al., 2020). Being more focused on student-centered learning rather than teacher-led instruction is a reason why game-based learning has been shown to lead to higher academic motivation and more positive learning attitudes than traditional methods. When thinking about motivating and engaging students through game-based learning, teachers need to be cognisant of the design of the game in order to promote optimal learning. Some of the things to think about are whether or not the game produces student autonomy, competence, and relatedness, which leads to intrinsic motivation and interest thus resulting in higher engagement (Eseryl et al., 2014). When students are motivated and engaged in what they are learning, this produces a positive attitude about learning which produces academic achievement amongst students.
The implications from this review show that game-based learning is a useful tool for enhancing student learning by motivating and engaging them in the content. Many educators differentiate instruction to meet students’ individual needs; therefore, game-based learning can help provide this kind of instruction through its unpredictable format. Another finding that should be noted had to do with gender in relation to student achievement in game-based learning. Due to the popularity of males playing video games in our society today, one could come to the conclusion that males would be more motivated than females during game-based learning. Lukosch et al. (2017) found that gender does have an impact on game performance and female participants outperformed male participants in certain areas. Although he did find that they differed in the genre of games that they preferred. Another area that future research should examine is game-based rewards and incentives. To what extent do these two components impact student motivation and engagement in game-based learning? The research that was found in this area was fairly new. Another area where there seemed to be a gap in the literature is in the area of metacognition. What part of game-based learning encourages metacognition or learning support? Also, a few of the articles touched on feedback, but only noted that it was important in games in order for players to cease and process what learning is taking place (Erhel & Jamet, 2013). This review focused on how game-based learning affects a student's knowledge of content. As the research revealed, it engages and motivates them in a way that traditional methods can not. Therefore, this is an exceptional tool for teachers to implement within their curriculum.
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Abdul Jabbar, A.I., & Felicia, P. (2015). Gameplay engagement and learning in game-based learning: A systematic review. Review of Educational Research 85(4), 740–779.
Chen, C.-H., Wang, K.-C., & Lin, Y. H. (2015). The comparison of solitary and collaborative modes of game-based learning on students’ science learning and motivation. Educational Technology & Society, 18(2), 237–248.
Chen, N.S., Quadir, B.,& Yang, J. C. (2016). Effects of the badge mechanism on self-efficacy and learning performance in a game-based english learning environment. Journal of Educational Computing Research, 54(3), 371-394.
Chung, L.Y. & Chang, R. C. (2016). The effect of gender on motivation and student achievement in digital game-based learning: A case study of a contented-based classroom. EURASIA Journal of Mathematics Science and Technology Education, 13(6), 2309-2327.
Erhel, S. & Jamet, E.(2013). Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computer & Education, 57, 156-167.
Eseryel, D., Law, V., Ifenthaler, D., Ge, X., & Miller, R. (2014). An investigation of the interrelationships between motivation, engagement, and complex problem solving in game-based learning. Educational Technology & Society, 17(1), 42–53.
Hung, C.-M., Huang, I., & Hwang, G. J. (2014). Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics. Journal of Computers in Education (the Official Journal of the Global Chinese Society for Computers in Education), 1(2), 151–166. https://doi.org/10.1007/s40692-014-0008-8
Karakoç, B., Eryılmaz, K., Özpolat, E.T., & Yıldırım, I. (2020). The effect of game-based learning on student achievement: A meta-analysis study. Technology, Knowledge and Learning. https://doi.org/10.1007/s10758-020-09471-5
Kujala, J., Lyytinene, H., Ronimus, M. & Tolvanen, A. (2020). Children’s engagement during digital game-based learning of reading: The effects of time, rewards, and challenge. Computers & Education, 71, 237-246.
Liu, E.Z.F., & Chen P. K. (2013). The Effects of Game-Based Learning on Students’ Learning Performance in Science Learning-A Case of “Conveyance Go”. Procedia-Social and Behavioral Sciences, 103, 1044-1051.
Lukosch, H., Kurapati, S., Groen, D., & Verbraek, A. (2017) Gender and cultural differences in game-based learning experiences. The Electronic Journal of e-Learning, 15(4), 310-319
Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact of educational effectiveness and student motivation. Computers & Education, 52, 1-12.
Partovi, T. & Razavi, M. R. (2019). The effect of game-based learning on academic achievement motivation of elementary school students. Learning and Motivation, 68, 101592.
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Yien, J., Hung, C., Hwang, G., & Lin, Y. (2011) A game-based learning approach to improving students' learning achievements in a nutrition course. Turkish Online Journal of Educational Technology, 10, 1-10. http://files.eric.ed.gov/fulltext/EJ932220.pdf
Literature Review Roles
Introduction: Susan
Academic Achievement: (Introduction: Susan) Katy & Afraa
Motivation & Engagement: (Introduction: Afraa) Tara, Megan, Katy, Afraa
Collaboration: (Introduction: Megan) Katy & Megan
Discussion: Susan