A review of using digital game-based learning for preschoolers

被引:0
|
作者
Najmeh Behnamnia
Amirrudin Kamsin
Maizatul Akmar Binti Ismail
Siavash A. Hayati
机构
[1] University of Malaya,Faculty of Computer Science & Information Technology
[2] Tarbiat Modares University,Faculty of Electrical Engineering
来源
关键词
Digital game-based learning; Young children; Empirical evidence reading;
D O I
暂无
中图分类号
学科分类号
摘要
In recent years, the use of digital game-based learning (DGBL) in the early childhood learning process has been growing. Recent research shows that DGBL has the potential to create new forms of childhood learning, it is not yet clear how applications can affect young students' learning. There are also not sufficient studies to analyze the significant features of DGBL in this area in early childhood. Therefore, to better understand the impact on childhood DGBL education, this article reviews the systematic literature. This review analyzes 37 articles in this area. In this paper, PRISMA's principles analysis of studies on the characteristics of DGBL technology has been used. The classification focuses on four areas: the objectives of current studies, the impact of technology use on children's learning, learning theories, and assessment methods in DGBL applications. The results of this study show that the use of DGBL can have an active effect on strengthening thinking skills and learning in childhood. This article examines the evolution of this evolving technology, the challenges, and issues posed by DGBL, and discusses how it can be useful for younger students to learn and do more research. This study provides insight for researchers, game designers, and developers in the field of DGBL.
引用
收藏
页码:603 / 636
页数:33
相关论文
共 50 条
  • [41] DIGITAL GAME-BASED LEARNING: WHY, WHEN AND HOW
    Rito, Pedro Neves
    [J]. 9TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES (EDULEARN17), 2017, : 10025 - 10028
  • [42] Mobile game-based learning in the era of “shifting to digital”
    Andri Ioannou
    [J]. Educational Technology Research and Development, 2021, 69 : 173 - 175
  • [43] Affect and willingness to communicate in digital game-based learning
    Reinders, Hayo
    Wattana, Sorada
    [J]. RECALL, 2015, 27 (01) : 38 - 57
  • [44] Supporting struggling readers with digital game-based learning
    Ronimus, Miia
    Eklund, Kenneth
    Pesu, Laura
    Lyytinen, Heikki
    [J]. ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2019, 67 (03): : 639 - 663
  • [45] Game-based learning pedagogy: a review of the literature
    Bado, Niamboue
    [J]. INTERACTIVE LEARNING ENVIRONMENTS, 2022, 30 (05) : 936 - 948
  • [46] Supporting struggling readers with digital game-based learning
    Miia Ronimus
    Kenneth Eklund
    Laura Pesu
    Heikki Lyytinen
    [J]. Educational Technology Research and Development, 2019, 67 : 639 - 663
  • [47] APPLIED DIGITAL GAME-BASED LEARNING OF ECONOMICS IN HUMANITIES
    Talmo, V.
    Einum, E.
    [J]. ICERI2015: 8TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION, 2015, : 5873 - 5877
  • [48] Adaptive scaffolding and engagement in digital game-based learning
    Ching-Huei Chen
    Victor Law
    Kun Huang
    [J]. Educational technology research and development, 2023, 71 : 1785 - 1798
  • [49] Digital game-based learning in accounting and business education
    Carenys, Jordi
    Moya, Soledad
    [J]. ACCOUNTING EDUCATION, 2016, 25 (06) : 598 - 651
  • [50] Positive Youth Development: Digital Game-Based Learning
    Stefanic, Leopold
    [J]. SODOBNA PEDAGOGIKA-JOURNAL OF CONTEMPORARY EDUCATIONAL STUDIES, 2022, 73 (01): : 218 - 220