Game-based learning in higher education: where do we stand?

In the last decade, game-based learning has been increasingly used in higher education (HE) across various disciplines, from language studies to engineering and medical fields. Scholars have examined key success factors, facilitators, and challenges of game-based learning integration (GBL) in higher education. While some literature reviews exist, they primarily address issues like cultural differences or technological impact without offering a comprehensive synthesis. This study addresses this gap through a systematic literature review of articles from the ISI Web of Science Current Contents database, spanning from 1998 to 2020. The study's final sample of 288 articles underwent two levels of analysis: a bibliometric analysis to highlight significant publications and authors, followed by a content analysis to identify primary research questions, methodologies, and suggested future directions for advancing game-based learning research. Our findings provide an integrated overview of game-based learning's role in higher education, offering a framework for future studies to build on existing insights and address ongoing challenges in applying game-based learning effectively in various educational settings.

Publication Details

Journal
Portuguese National Funding Agency for Science, Research and Technology (RCAAP Project by FCT)
Published
2024-10-31
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Game-based learning in higher education: where do we stand?

Portuguese National Funding Agency for Science, Research and Technology (RCAAP Project by FCT)
Educational Games and Gamification
article

Game-based learning in higher education: where do we stand?

article en

Abstract

In the last decade, game-based learning has been increasingly used in higher education (HE) across various disciplines, from language studies to engineering and medical fields. Scholars have examined key success factors, facilitators, and challenges of game-based learning integration (GBL) in higher education. While some literature reviews exist, they primarily address issues like cultural differences or technological impact without offering a comprehensive synthesis. This study addresses this gap through a systematic literature review of articles from the ISI Web of Science Current Contents database, spanning from 1998 to 2020. The study's final sample of 288 articles underwent two levels of analysis: a bibliometric analysis to highlight significant publications and authors, followed by a content analysis to identify primary research questions, methodologies, and suggested future directions for advancing game-based learning research. Our findings provide an integrated overview of game-based learning's role in higher education, offering a framework for future studies to build on existing insights and address ongoing challenges in applying game-based learning effectively in various educational settings.

Portuguese National Funding Agency for Science, Research and Technology (RCAAP Project by FCT)
Quality Education
Openalex Percentile: Top 39%
Educational Games and Gamification
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