A 10-Year Systematic Review on the Incorporation of Digital Games for Multimodal Literacy Education

Digital games increasingly penetrate young people’s lives and have become a prominent tool for 21st-century teaching and learning. While digital games are promising resources for fostering multimodal literacy, empirical evidence of their application in educational settings remains limited. This study conducted a 10-year systematic review of 20 relevant empirical journal articles to provide a comprehensive understanding of utilizing digital games in multimodal literacy learning across primary, secondary, and higher education levels. The findings revealed the main contextual features, game features, theoretical and methodological perspectives, and the possibilities of digital games for multimodal literacy learning. In conclusion, the extant empirical studies prove that digital games are legitimate learning resources to foster students’ multimodal literacy, whereas limitations are also evident. Correspondingly, this study provided recommendations to address these limitations and leverage digital games for 21st-century literacy education, thus contributing to computer research in educational contexts.

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Publication Details

Journal
WSEAS TRANSACTIONS ON COMPUTER RESEARCH
Published
2024-10-24
DOI
https://doi.org/10.37394/232018.2024.12.46
Citations
5
Primary Topic
Education and Learning Interventions
Type
article
Field-Weighted Citation Impact
3.90
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article

A 10-Year Systematic Review on the Incorporation of Digital Games for Multimodal Literacy Education

Rahimah Jamaluddin, Habibah Ab Jalil, Yanan Shen
5 citations
WSEAS TRANSACTIONS ON COMPUTER RESEARCH
Education and Learning Interventions
3.90
article

A 10-Year Systematic Review on the Incorporation of Digital Games for Multimodal Literacy Education

Rahimah Jamaluddin, Habibah Ab Jalil, Yanan Shen
article en
5 citations

Abstract

Digital games increasingly penetrate young people’s lives and have become a prominent tool for 21st-century teaching and learning. While digital games are promising resources for fostering multimodal literacy, empirical evidence of their application in educational settings remains limited. This study conducted a 10-year systematic review of 20 relevant empirical journal articles to provide a comprehensive understanding of utilizing digital games in multimodal literacy learning across primary, secondary, and higher education levels. The findings revealed the main contextual features, game features, theoretical and methodological perspectives, and the possibilities of digital games for multimodal literacy learning. In conclusion, the extant empirical studies prove that digital games are legitimate learning resources to foster students’ multimodal literacy, whereas limitations are also evident. Correspondingly, this study provided recommendations to address these limitations and leverage digital games for 21st-century literacy education, thus contributing to computer research in educational contexts.

WSEAS TRANSACTIONS ON COMPUTER RESEARCHVol. 12
Universiti Putra Malaysia (MY)
Quality Education
Openalex Percentile: Top 6%
Education and Learning Interventions
3.90
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