The impact of game-based learning on classroom instruction: A systematic literature review

Pengarang

  • Xiang Li School of Education, Universiti Utara Malaysia, China
  • Norliza Kushairi UUM, Malaysia

DOI:

https://doi.org/10.32890/pr2025.7.3

Kata kunci:

Game-based learning (GBL), classroom instruction, learning outcomes, student engagement, systematic literature review (SLR)

Abstrak

This systematic literature review (SLR) examines the impact of game-based learning (GBL) on classroom instruction, synthesizing findings from 11 action research studies published since 2019. Utilizing the PRISMA 2009 framework, this review identifies trends, geographical distributions, and the interplay between GBL interventions and classroom outcomes. The analysis reveals that GBL enhances academic performance, student engagement, and social and cognitive skills while fostering positive emotional outcomes such as reduced stress and increased motivation. Key GBL strategies, including digital games, escape rooms, and role-playing, demonstrate significant benefits across diverse educational and cultural contexts. However, challenges remain, including resource constraints, implementation complexities, and risks of superficial learning. This review underscores the transformative potential of GBL in modern education and highlights the need for further research to address existing gaps, optimize implementation, and evaluate long-term impacts. These findings provide actionable insights for educators and researchers aiming to leverage GBL for improved teaching and learning experiences.

Rujukan

Awing, C., & Nasri, N. M. (2023). The effectiveness of game-based learning methods in grammar learning: Systematic literature highlights (SLR). International Journal of Academic Research in Progressive Education and Development, 12(4). http://dx.doi.org/10.6007/ IJARPED/v12-i4/18641

Belova, N., & Zowada, C. (2020). Innovating higher education via game-based learning on misconceptions. Education Sciences, 12. https://doi.org/10.3390/educsci10090221

Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79-122. https://doi.org/10.3102/0034654315582065

Connolly, T. M., Boyle, E. A., MacArthur, E., 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. https://doi.org/10.1016/j.compedu.2012.03.004

Corti, K. (2006). Games-based learning; a serious business application. Informe de PixelLearning, 34(6), 1-20. https://cmapspublic.ihmc.us/rid=1233586857123_1634398011_25244/serious games businessapplications.pdf

Erbilgin, E., & Macur, G. M. A. (2022). A subtraction game to scaffold primary students' word problem-solving skills. Journal on Mathematics Education. https://doi.org/10.22342/jme. v13i2.pp307-322

Fernández Galeote, D., Zeko, C., Volkovs, K., Diamant, M., Thibault, M., Legaki, N. Z.,... & Hamari, J. (2022). The good, the bad, and the divergent in game-based learning: Player experiences of a serious game for climate change engagement. Proceedings of the 25th International Academic Mindtrek Conference (pp. 256-267). https://dl.acm.org/doi/abs/10. 1145/3569219.3569414 Practitioner Research, 7, July 2025, pp: 26-

Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does gamification work?—A literature review of empirical studies on gamification. In 47th Hawaii International Conference on System Sciences (pp. 3025-3034). IEEE. https://doi.org/10.1109/HICSS.2014.377

Hansen, R. E., & Elbæk, L. (2019). Educating for the 21st century with role play in event design. Proceedings of the European Conference on Games-based Learning, 1. https://doi.org/10.34190/GBL.19.117

Hierro, L. M., & Seller, E. P. (2020). Game-based learning as a social and educational tool in vulnerable community contexts; [El aprendizaje basado en el juego como herramienta socioeducativa en contextos comunitarios vulnerables]. Prisma Social, 3. https://revistaprismasocial.es/article/view/3753

Lien, Y.-H., Wang, C.-P., Wang, S.-M., Li, C.-T., & Hou, H.-T. (2019). Designing an escape room educational game and a game-based learning activity for science learning: Analysis of learning achievement and flow state. Proceedings of the 2019 8th International Congress on Advanced Applied Informatics, IIAI-AAI 2019, 6. https://doi.org/10.1109/IIAI-AAI.2019. 00221

Maisiri, W., & Hattingh, T. (2022). Integrating game-based learning in an industrial engineering module at a South African university. Proceedings of the 2022 IEEE IFEES World Engineering Education Forum - Global Engineering Deans Council, WEEF-GEDC 2022, 2. https://doi.org/10.1109/WEEF-GEDC54384.2022.9996240

Mayer, R. E. (2019). Computer games in education. Annual Review of Psychology, 70, 531-549. https://doi.org/10.1146/annurev-psych-010418-102744

Mohamad, F. S., Morini, L., Minoi, J.-L., & Arnab, S. (2019). Game-based learning to teach higher-order thinking in rural schools: Case studies in Sarawak Borneo. Interaction Design and Architecture(s), 6. https://doi.org/10.55612/s-5002-041-006

Moher, D., Liberati, A., Tetzlaff, J., Altman, D. G., & PRISMA Group. (2009). Preferred reporting items for systematic reviews and meta-analyses: The PRISMA statement. Annals of Internal Medicine, 151(4), 264-269. https://doi.org/10.1371/journal.pmed.1000097

Sousa, C., & Costa, C. (2019). Game creation to promote media and information literacy (MIL) skills in basic education teachers; [Le développement de jeux pour promouvoir des compétences de littératie médiatique et informationnelle (MIL) en enseignants d’éducation de base]; [A criação de jogos na promoção de competências de literacia mediática e informacional (MIL) em professores do ensino básico]; [La creación de juegos en la promoción de competencias de literacidad mediática e informacional (MIL) en profesores de enseñanza básica]. Revista Lusófona de Educação, 3. https://doi.org/10.24140/issn.1645-7250.rle46.09

Tsng, S. Y., Shahrill, M., & Latif, S. N. A. (2021). Exploring the effects and students’ views on the use of a Tic-Tac-Toe game to teach mathematics in Brunei Darussalam. International Journal of Science, Mathematics and Technology Learning, 2. https://doi.org/10.18848/ 2327-7971/CGP/v29i01/49-65

Vasbieva, D. G., & Kalugina, O. A. (2024). Gamification integration into multilingual classrooms. XLinguae. https://doi.org/10.18355/XL.2024.17.02.12

Yunus, M. M., Yen, E. L. Y., Khair, A. H. M., & Yusof, N. M. (2020). Acquisition of vocabulary in primary schools via GoPic with QR code. International Journal of English Language and Literature Studies, 8. https://doi.org/10.18488/JOURNAL.23.2020.93.121.131

Diterbitkan

2025-07-31

Cara Memetik

Li, X., & Kushairi, N. (2025). The impact of game-based learning on classroom instruction: A systematic literature review. Practitioner Research, 7(1), 26-43. https://doi.org/10.32890/pr2025.7.3