Game-based Learning in Higher Education

In the last decade, game-based learning has been increasingly used in higher education (HE) in various fields, ranging from languages to engineering or medical sciences. Scholars from different areas have been researching to understand the underlying factors of success and the facilitators and barriers of applying this way of learning in HE. There are, as well, some literature reviews on the topic, (e.g. Subhash and Cudney, 2018), where issues like cultural differences and the impact of different technologies or game elements have been pointed out. However, there are still a lot of knowledge gaps to be filled in and, to our knowledge, there are no studies that duly review and integrate the contributions regarding game-based learning in HE. Our research seeks to fill in this gap, and we perform a systematic literature review on articles and reviews published in Web of Science, more specifically on ISI Current Contents, in the Social & Behavioural Sciences Database, from 1998 to date. We combined different search equations around games, learning, serious games and higher education, with an initial sample of 998 results exported to Endnote 20. These results were manually analysed by three independent researchers who read the abstracts to ensure that the final set of results was related to the topic under study. The final sample undertook two levels of analysis. The first one included a bibliometric analysis showing the key journals related to game-based learning and top authors in the field. A second one included a qualitative analysis performed with NVivo 12 on the results imported from Endnote, which reveals the research questions, the methodologies and the future research directions that may guide scholars that desire to develop the body of knowledge in the future.

Publication Details

Journal
PROA-UA
Published
2025-03-27
DOI
https://doi.org/10.34624/iciemc.v0i2.39633
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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Game-based Learning in Higher Education

PROA-UA
Educational Games and Gamification
article

Game-based Learning in Higher Education

article en

Abstract

In the last decade, game-based learning has been increasingly used in higher education (HE) in various fields, ranging from languages to engineering or medical sciences. Scholars from different areas have been researching to understand the underlying factors of success and the facilitators and barriers of applying this way of learning in HE. There are, as well, some literature reviews on the topic, (e.g. Subhash and Cudney, 2018), where issues like cultural differences and the impact of different technologies or game elements have been pointed out. However, there are still a lot of knowledge gaps to be filled in and, to our knowledge, there are no studies that duly review and integrate the contributions regarding game-based learning in HE. Our research seeks to fill in this gap, and we perform a systematic literature review on articles and reviews published in Web of Science, more specifically on ISI Current Contents, in the Social & Behavioural Sciences Database, from 1998 to date. We combined different search equations around games, learning, serious games and higher education, with an initial sample of 998 results exported to Endnote 20. These results were manually analysed by three independent researchers who read the abstracts to ensure that the final set of results was related to the topic under study. The final sample undertook two levels of analysis. The first one included a bibliometric analysis showing the key journals related to game-based learning and top authors in the field. A second one included a qualitative analysis performed with NVivo 12 on the results imported from Endnote, which reveals the research questions, the methodologies and the future research directions that may guide scholars that desire to develop the body of knowledge in the future.

PROA-UA
Quality Education
Openalex Percentile: Top 51%
Educational Games and Gamification
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Game-based Learning in Higher Education · PROA-UA (2025) | TGRS Research Map | TGRS