Trends of Game-Based Learning in the Mobile Era: A Review of the Top 100 Highly Cited Empirical Studies

Highly cited papers reflect current research trends and important issues. By reviewing such papers, researchers can efficiently identify key topics in their field. To explore trends in game-based learning, this study reviewed the top 100 highly cited papers in the field. Seven key insights were found: (1) trends in blended learning research methods; (2) the most common game types used in game-based learning research; (3) development of game types in game-based learning; (4) the most used experimental devices; (5) participant types; (6) positive or negative results of learning; and (7) various types of teaching support, such as models and feedback, which have been proven to be more effective than other methods. Some studies prioritized comparing game-based learning models to find more effective methods, rather than contrasting them with traditional instruction. Others focused on learners’ performance and feedback. This research also provides new suggestions for future studies.

Publication Details

Journal
網際網路技術學刊
Published
2025-09-27
DOI
https://doi.org/10.70003/160792642025092605008
Primary Topic
Cell Image Analysis Techniques
Type
article
Field-Weighted Citation Impact
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article

Trends of Game-Based Learning in the Mobile Era: A Review of the Top 100 Highly Cited Empirical Studies

網際網路技術學刊
Cell Image Analysis Techniques
article

Trends of Game-Based Learning in the Mobile Era: A Review of the Top 100 Highly Cited Empirical Studies

article en

Abstract

Highly cited papers reflect current research trends and important issues. By reviewing such papers, researchers can efficiently identify key topics in their field. To explore trends in game-based learning, this study reviewed the top 100 highly cited papers in the field. Seven key insights were found: (1) trends in blended learning research methods; (2) the most common game types used in game-based learning research; (3) development of game types in game-based learning; (4) the most used experimental devices; (5) participant types; (6) positive or negative results of learning; and (7) various types of teaching support, such as models and feedback, which have been proven to be more effective than other methods. Some studies prioritized comparing game-based learning models to find more effective methods, rather than contrasting them with traditional instruction. Others focused on learners’ performance and feedback. This research also provides new suggestions for future studies.

網際網路技術學刊
Quality Education
Openalex Percentile: Top 40%
Cell Image Analysis Techniques
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