| Literature DB >> 34925153 |
Liuxia Pan1, Ahmed Tlili2, Jiaping Li1, Feng Jiang1, Gaojun Shi1, Huiju Yu3, Junfeng Yang1.
Abstract
Game-based learning (GBL) can allow learners to acquire and construct knowledge in a fun and focused learning atmosphere. A systematic literature review of 42 papers from 2010 to 2020 in this study showed that the current difficulties in implementing GBL in classrooms could be classified into the following categories: infrastructure, resources, theoretical guidance, teacher's capabilities and acceptance of GBL. In order to solve the above problems, the study constructs a technology enhanced GBL model, from the four parts of learning objective, learning process, learning evaluation, and smart classroom. In addition, this study adopted the Delphi method, inviting a total of 29 scholars, experts, teachers and school managers to explore how to implement GBL in smart classrooms. Finally, the technology enhanced GBL model was validated and the utilization approaches were provided at the conclusion part.Entities:
Keywords: education game; games-based learning; smart classroom; smart learning environment; teaching model
Year: 2021 PMID: 34925153 PMCID: PMC8675637 DOI: 10.3389/fpsyg.2021.749837
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Selection criteria in the second stage.
| Inclusion criteria | Exclusion criteria |
| Research involves the background, conceptual interpretation or significance of GBL | Research that does not involve the background, conceptual interpretation or significance of GBL |
| Study points out the difficulties of implementing GBL in classrooms | Study that does not point out the difficulties of implementing GBL in classrooms |
FIGURE 1Review process.
Coding sheet.
| Database | Author(s) | Location | Title of publication | Year of publication | Type of article | Problems of implementing GBL in classrooms | Ref. (DOI/URL) |
The difficulties of implementing GBL in classrooms.
| Category | Description | Number of papers | Ref. (DOI/URL) |
| Infrastructure | The classroom hardware and software infrastructure is backward | 4 |
|
| The constraints of inadequate and inappropriate technologies | 5 |
| |
| Resources | The quantity and quality of educational games need to be further improved | 10 |
|
| Lack of instructor-oriented authoring tools for educational games | 3 |
| |
| Theoretical guidance | Lack of suitable frameworks on GBL within the curriculum | 5 |
|
| More appropriate instructional support needs to be designed to integrate games and teaching | 5 |
| |
| Teacher’s capabilities | Teachers’ instructional design ability needs to be improved | 5 |
|
| Teachers’ technical literacy and organizational capabilities need to be improved | 3 |
| |
| Teachers need to increase the knowledge of GBL | 3 |
| |
| Acceptance of GBL | Teachers’ acceptance of GBL | 3 |
|
| Learners’ acceptance of GBL | 2 |
| |
| Parents’ acceptance of GBL | 2 |
|
Results of the degree of acceptance about elements of the model (the technology enhanced GBL model) based on the experts’ rating.
| Element | Mean |
| Coefficient of variation | |
| 1 | Connecting learner’s community | 3.48 | 0.81 | 0.23 |
| 2 | Intelligence test and data acquisition | 3.57 | 0.68 | 0.19 |
| 3 | Real-time feedback | 3.71 | 0.64 | 0.17 |
| 4 | Personalizing learning pace | 3.57 | 0.68 | 0.19 |
| 5 | Convenient learning facilities | 3.52 | 0.60 | 0.17 |
| 6 | High speed Internet access | 3.57 | 0.51 | 0.14 |
| 7 | Comfortable surroundings | 3.00 | 1.00 | 0.33 |
| 8 | Flexible space layout | 3.19 | 0.75 | 0.23 |
| 9 | Multimodal learning analysis | 3.71 | 0.56 | 0.15 |
| 10 | Pre-analysis | 3.33 | 0.80 | 0.24 |
| 11 | Game selection | 3.62 | 0.74 | 0.20 |
| 12 | Context design | 3.76 | 0.44 | 0.12 |
| 13 | Activity design | 3.95 | 0.22 | 0.06 |
| 14 | Learning contents | 3.43 | 0.75 | 0.22 |
| 15 | Features of the Game | 3.57 | 0.81 | 0.23 |
| 16 | Gamification of learning contexts | 3.76 | 0.44 | 0.12 |
| 17 | Thinking and inspiration | 3.43 | 0.81 | 0.24 |
| 18 | Gamification exploration | 3.48 | 0.87 | 0.24 |
| 19 | Collaboration and communication | 3.62 | 0.50 | 0.14 |
| 20 | Presentation and sharing | 3.38 | 0.67 | 0.20 |
| 21 | Learning outcomes | 3.38 | 0.74 | 0.22 |
| 22 | Assigning homework | 2.95 | 0.67 | 0.23 |
| 23 | Personalized guidance | 3.71 | 0.46 | 0.12 |
| 24 | Reflection and improvement | 3.43 | 0.75 | 0.22 |
| 25 | Next round planning | 3.19 | 0.81 | 0.26 |
FIGURE 2The technology enhanced GBL model.