Media Education through Digital Games
A Review on Design and Factors Influencing Learning Performance
Bibliographic Data
| ID | 22043343 |
|---|---|
| Authors | Shahrul Affendi Ishak (0000-0001-6019-9400, National University of Malaysia), U A Hasran (0000-0002-1751-2550, National University of Malaysia, corresponding author), Rosseni Din (0000-0002-0851-9910, National University of Malaysia) |
| Year | 2023 |
| Volume | 13 |
| Issue | 2 |
| Pages | 102 |
| Publication date | 2023-01-17 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Education Sciences (JOURNAL) |
| Journal identifiers | ISSN: 2227-7102 • E-ISSN: 2227-7102 |
| Publisher | MDPI AG (PUBLISHER • IT) |
| DOI | 10.3390/educsci13020102 |
| OpenAlex | W4317394718 |
| Language | EN |
| Citations received | 1 |
| References cited | 61 |
In the past two decades, a considerable amount of research has focused on digital games as part of media education. Digital game-based learning (DGBL) is identified as a potential pedagogical approach to enhance learning in the digital era. In light of the increased number of academic articles on educational games, this study considers the development and the factors that influence learning performance among children by providing a thematic review of the literature available on DGBL. Findings show that despite following developmental standard procedures, a distinct perspective between the game designer and the educator is essential. Three major approaches have been identified, namely the learner-centered, the game-centered and the model approaches. Learning processes that use digital games show empirically positive results as well as the great influence in terms of intrinsic motivation, game features and overall learning experience
Educational game · Educational technology · Mathematics education · Multimedia · Qualitative research · Sociology · Thematic analysis · Child Development and Digital Technology · Computer Science · Educational Games and Gamification · Impact of Technology on Adolescents · Psychology · Artificial Intelligence
Learning by Design
Challenging games help students learn
Designing and assessing digital games in a classroom
Academically meaningful play
Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students
Beyond gamification
Video games as meaningful entertainment experiences
| Unique citing works | 1 |
|---|---|
| Citations per year | 1 |
| Citation span | 2025 - 2025 (1) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 1 |