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Theme Title Author Country Research Design Method Study population Aims Quotes Findings

1. the use of physical puzzle games (both AR-enabled and traditional) did not have a significant
impact on learning motivation for the fifth -grade students, although such tools are frequently
Lu, S. J., Liu, Y. C., Chen, P. J., & Hsieh, M. Motivation questionnaire- used to promote learning. (P.461)
R. (2018). Evaluation of AR embedded ARCS Model of 2. The AR-based group using augmented reality with tablet computers also failed to enhance
1. This raises important new implications for considering variables in participant ’s
physical puzzle game on students’ learning Motivation (Keller, 2010),, 53 participants from two Evaluate the effectiveness of AR learner attention, possibly because children already have extensive access to handheld devices ,
Evaluation of AR embedded physical puzzle prior knowledge, puzzle game design, familiarity with ICT, and appropriate number of
Game Based achievement and motivation on elementary quasi-experimental pre-test and post-test fifth grade classes: 25 embedded physical puzzle game on and have already been widely exposed to illustrations of dinosaurs . / indicating a high degree of
game on students’ learning achievement and Taiwan game set for learning. (p.461)
Learning natural science. Interactive Learning design. (1 D) The questionnaire’s (AR-based group) / 28 learner’s achievement and familiarity with the learning contents, and this familiarity is likely to reduce learning challenge
motivation on elementary natural science 2. The virtual characters were designed to promote learning motivation in a story -
Environments, 28(4), 451–463. Cronbach’s alpha (0.942) (paper-based group) motivation. and engagement.(p.460)-FUN -VIRTUAL CHARACTER(ILLUSTRATIONS DINOSAURS)
centric theme (Lester, Rowe, & Mott, 2013)
https://doi.org/10.1080/10494820.2018.15419 indicated high internal 3. that AR-group members might feel less confident following the activity and found further
08 consistency and reliability. learning to be difficult. /activities might increase cognitive loading due to material volume and
the need to familiarize oneself with learning processes for hand - held devices, despite the
otherwise intuitive nature of the assigned task . (P.460)-MM

1.The focus group students enjoyed playing the ARC game and learning Chinese language in
this approach. (p.140) - FUN
Wen, Y. (2018). Chinese Character 2. All the students played the ARC expressed that they liked the pictures and animations
A quasi-experimental
Composition Game with the Augment Paper. embedded in the game, and they believed that the multimedia could help them to understand
design- 2 years project Pre-test, post-test, video 49 grade one students (7- Examine the affordances of the 1. without the feature of a digital game, the similar activity design per se was unable to
Educational Technology & Society, 21(3), 132- tasks or texts. (p. 140)- MM
Chinese Character Composition Game with the on designing and data, transcripts of group 8 years old) from 2 Augmented Reality-based Chinese attract students adequately (p.140)
145. https://www.proquest.com/scholarly- Singapore 3. all the interviewed students from the ARC class said they preferred playing with the paper -
Augment Paper developing the ARC work, students’ focus group classes: 24 (experimental Character system and their effects on 2. the use of ARC was not difficult for young students and the tangible paper interface
journals/chinese-character-composition-game- interface to using iPads directly. (p.140)-IT
game, and its discussion class) / 25 (control class) students’ learning. could help increase the game playfulness . (P.140)
with-augment/docview/2101890335/se- 4. ARC helped students to be more engaged in learning , and the adoption of the paper interface
implementation (5 M)
2?accountid=12528 provided all the participant with an equal opportunity to join the game . (p.140)
5. with the hints and contextual animation simulation , students in the ARC class were well
engaged in the word puzzle game.(P.139)-MO

1. 3D digital environments allow for the emergence of a sense of place in terms of emotional
Pellerin, M. (2020). Digital Learning Exploratory and teacher connection that promote greater engagement of students in the language task . (p.284)-FUN
examines how the game Minecraft
Environments, Multimodal and Sensory action research, 2. Digital learning environments like Minecraft in the context of second language learning hold
Digital Learning Environments, Multimodal can be used as a new digital learning 1. Digital 3D interactive environments like Minecraft provide new multimodal and
Affordances: Reshaping the Second Language Qualitative data great potential in promoting greater students ’ engagement and, in turn, promoting successful
and Sensory Affordances: Reshaping the Canada Observations 26 grade 6 students environment promote greater multisensory affordances that contribute to reshaping the language learners ’
Experience for a New Era. Research- analysis, through an language learning experience. (p.284)-FUN
Second Language Experience for a New Era engagement in the context of second experience. (p. 283)
publishing.net, La Grange des Noyes, 25110 axial coding process (6 3. students showed greater engagement and enthusiasm for learning tasks in French . (p.283)
language teaching and learning.
Voillans, France. W) 4. The use of Minecraft as a new digital environment also contributes to an increased
motivation to use the target language as a cognitive and social tool for learning .(p.284)

1.the two groups had a great user experience : 92.5% of students confirm that they had a great
A learner satisfaction learning experience when using the Final Frontier game . (P.187)-IT(ROLE PLAY, CONTROL
El Mawas, N., Tal, I., Moldovan, A. N., 1. Game-based learning involves the use of gaming technology for educative purposes
questionnaire and a post- AND CHOICE)
Bogusevschi, D., Andrews, J., Muntean, G. M., to investigate the effectiveness of the where students explore relevant aspects of games in a learning context designed by
test, assessing if the 2. Students were satisfied about the game usability : 92.6% of students enjoyed the game and
& Muntean, C. H. (2020). Investigating the Final Frontier game on user teachers.
Investigating the impact of an adventure -based participating students 53 children 9-10 years appreciated the game features including the fun aspect , learning aspects, stars and meteors
impact of an adventure-based 3D solar system Dublin, experience and usability when 2. This game model is one of the most popular genre of video games among children .
3D solar system game on primary school Case Study gained knowledge on the old (experimental group collection, Non-Player Character, use of jetpacks, and interactive puzzle rooms in the
game on primary school learning Ireland teaching scientific knowledge of the The children get more immersed and motivated when they play adventure games in
learning process presented topics was 27 / control group 26) game.(p.187)-FUN
process. Knowledge Management & E- planets from the solar system to comparison with other game types. (p.174)
provided to students 3. MO (SCAFFOLDING-CLUES ON THE SCREEN)
Learning: An International Journal, 165–190. primary school students. 2. Final Frontier is an interactive 3D educational video game for children about space .
immediately after the 4. 88.5% of students enjoyed the lesson that included the video game on planets .(MM) 88.5%
https://doi.org/10.34105/j.kmel.2020.12.009 (P.179)
learning experience. (p.182) of students agreed on the fact that quizzes in the game helped them better remember what they
learned. (IT)
Student Attitude Survey
created by the KAPUT 1. The theory that guides this research is the self - determination theory of motivation
Watson-Huggins, J., & Trotman, S. (2019). Center for Research and (SDT). 1. students expressed increased motivation and increased engagement with the subject
Gamification and Motivation to Learn Math Innovation in Solo- mon, To study the effects do gamified 2. The outcomes show that technology as an instructional tool can influence stu - dent postgamified intervention, but the result was not significant. (p.80)
Using Technology. Quarterly Review of Tobin, and Schutte (2015) applications have on sixth-grade outcomes due to changes in their attitude toward learning and motivation to learn . 2.Only 13.9% and 5.3% respectively stated that they enjoyed the feedback and everything that
gamification and motivation to learn math using Distance Education, 20(4), 79-91. examined the reliability students’ motivation, as mea- sured (p.87) the game offers. (P.86)- MO (feedback and rewards)
Jamaica quantitative study 61 sixth grade students
technology https://www.proquest.com/scholarly- and validity of Student by a mathematics motivation survey 3. One of the main elements of a game is its design as it pertains to the instructional 3. However, it can be concluded from these results that the leaderboard , rewards and badges did
journals/gamification-motivation-learn-math- Attitude Sur- vey and developed based on the amended content that is inherent in the game . Another important element is the behavior of the not serve as a motivating factor for students to play games on Edufocal . (P.88)- MO
using/docview/2458997263/se- concluded that the Kaput Center student attitude survey user, that is, and how they respond to the gaming elements , the feedback provided (leatherboard)
2?accountid=12528 instrument pos- sesses from answering each ques- tion, and the judgment of the user based on what they 2. that students in both groups are motivated to learn , especially the control group. (P.87)
adequate internal thought of the game. (p.87)
consistency and validity.

Laine, T. H., Nygren, E., Dirin, A., & Suk, H. 1.Korean children appreciated the game ’s features and its storytelling approach , and their
1. Augmented reality (AR) is a technology in which virtual content such as 3D
J. (2016). Science Spots AR: a platform for questionnaires (Likert scale aims to stimulate and engage answers regarding the overall impact were encouraging .-
models, animations, two-dimensional (2D) images, or annotations are placed on top of
Science Spots AR: a platform for science science learning games with augmented 1-4) data supported by 61 Korean 5th grade (12 children, allowing new dynamic 2. Games developed on SSAR can concretize and simulate abstract scientific concepts using a
Korea Mixed methods (1 D) a real-world view. (p.509)-MM
learning games with augmented reality reality. Educational Technology Research and open questions and years old) opportunities for playful inter- action combination of real and virtual objects in a fun way .(p.528), as each games has FUN elements
2. To increase student engagement, the learning content in SSAR is embedded in story -
Development, 64(3), 507–531. interviews and learning to emerge. (ie. virtual characters, storyline and challenges)
telling games. (p. 512)-FUN
https://doi.org/10.1007/s11423-015-9419-0 3.the game has potential for affecting the players ’ attitudes towards mathematics.

2.students were actively engaged in the activities since they perceived learning in the context of
the ARG–AR as fun and exciting. (p.17)-FUN
3.collaborative puzzle-solving and collaborative puzzle-creating helped students to engage in
deep learning and simultaneously to learn about teamwork . (P.17)-IT
Stylianidou, N., Sofianidis, A., Manoli, E., & 4. According to the results of the first activity (‘Helping Nemo’), students enjoyed using the
MIX: A case study 1. the creation of a multimodal environment that draws on the principles of Universal
Meletiou-Mavrotheris, M. (2020). “Helping To explore the impact of a teaching tablet and placing it over the images to watch the videos . (P.18)-MM
methodology was used classroom observations and Design for Learning and combines the affordances of alternate reality games and
“Helping Nemo!”—Using Augmented Reality Nemo!”—Using Augmented Reality and intervention involving augmented 5. students enjoyed being in a position to engage in the activity by themselves . (P.16)-IT(control
in combination with an focus groups with the 24 second grade students augmented reality for formative assessment contributes towards higher levels of
and Alternate Reality Games in the Context of Alternate Reality Games in the Context of Cyprus reality in an alternate reality game on and choice)
action research students, teacher’s (7-8 years old) engagement and participation in learning of all students , including bilingual students,
Universal Design for Learning Universal Design for Learning. Education students’ engagement and 6. most students enjoyed using the technology , particularly the tablet and AR application .(p.13)-
approach. (Qualitative reflective diary students with learning disabilities, and students who are currently disengaged . (P.20)-
Sciences, 10(4), 95. participation MO
and quantitative) (1D) FUN
https://doi.org/10.3390/educsci10040095 7. learners truly enjoyed the process of collaborative puzzle -solving. (P.12)-IT(problem)
8. StoryJumber constitutes a website that
stories in StoryJumper and enrich it with proper images and audio . StoryJumber constitutes a
offers students a variety of tools to help them write and create their own stories by combining
words, website that offers students a variety of tools to help them write and create their own
stories by audio, pictures, and photos. (P.9)-MO
A quasi-experimental
design- 5 weeks ( this is
a small-scale research
1. Digital game-based learning is ideal for the purpose of adding a creative dimension
Hwa, S. P. (2018). Pedagogical Change in where the findings could
to the lacklustre classroom environment . (p.272)
Mathematics Learning: Harnessing the Power not be generalized to a
Examine the efficacy of using 2. the digital game-based approach seems to be a better than the conventional “chalk-
of Digital Game-Based Learning. Educational larger population; the
Pedagogical Change in Mathematics Learning: Pre-test, post-test 20 primary 3 students : multimedia and game-based and-talk” instruction. (p.272)
Technology & Society, 21(4), 259-276. results in this research 1. the game-based learning model had effectively promoted the students ’ learning achievement,
Harnessing the Power of Digital Game-Based Malaysia (achievement test set 1 and 10 (experimental group) / approaches to motivate mathematical 3. mathematical learnings in a game-based learning environment can be achieved by
https://www.proquest.com/scholarly- may not be sufficient to self-efficacy, and motivation in learning mathematics. (P.272)-IT
Learning set 2) 10 (control group) learnings among Primary 1 to 3 utilising a variety of multimedia learning objects and mini educational games .(p. 272)-
journals/pedagogical-change-mathematics- provide in-depth
students. IT
learning/docview/2155988171/se- insights into Malaysian
4. The use of educational games within lesson plans is an increasingly common
2?accountid=12528 primary school
practice for teachers and educational technologists . (P.264)-IT”GBL
students’ achievement
in mathematical
learnings. )

observations, semi-
structured interviews and
standardised assessments. Handheld Game Consoles (progress is gauged by speed and accuracy )- FUN
(Classroom observations (CHALLENGES)1. the students’ use of the HGCs resulted in a high degree of student
278 Year 4 and 5
O'Rourke, J., Main, S., & Hill, S. M. (2017). and interviews with engagement and significant improvement in their addition , subtraction, multiplication and
Commercially available Digital Game students, (aged between Examine whether the use of a digital
Commercially Available Digital Game A quasi-experimental teachers were seen as division over the school term.(P.64)
Technology-Handheld Game Consoles (HGCs) Perth, 9-11 years) in ten game could increase student
Technology in the Classroom: Improving design (large-scale important sources of data 2. Increased motivational outcomes through enjoyable experiences of playing the game ,
in the Classroom: Improving Automaticity in Australia classrooms from diverse engagement and automaticity in
Automaticity in Mental-Maths in Primary-Aged empirical research) in determining the impact or increased enthusiasm toward use of the DGBL (p. 63)
Mental-maths in Primary-aged Students. socio-economic mental-maths
Students. Australian Journal of Teacher of the intervention. p.60) 3. The teachers’ feedback was overwhelmingly positive with 64.4% of their comments relating
backgrounds
Education, 42(10), 50-70. 2. Analysis of covariance to improved student engagement and motivation , enhanced problem solving, choice making,
https://www.proquest.com/scholarly- (ANCOVA) - pre-test/post- goal-setting and collaboration, and becoming more organised and independent .
journals/commercially-available-digital-game- test designs -preferred
technology/docview/2009555287/se- approach
2?accountid=12528

1. "Digital games can increase engagement and promote a student - centred environment”,
(p.715)
2."The game class were filled with noise and excitement , and the students were more active,
dynamic, and relaxed." (p.712)/ Students also interacted, communicated, and collaborated
Deng, L., Wu, S., Chen, Y., & Peng, Z. (2020).
more with their peers and teacher .(p.715)
Digital Game-Based Learning in a Shanghai classroom observation,
A qualitative approach Understand how students’ 3. "Some students worried that game- based learning might damage their eyesight , affect their
Digital game-based learning in a Shanghai Primary-School Mathematics Class: A Case Shanghai, focus-group and individual 1 teacher and 45 students FUN ( virtual character- Wuzzits), storyline(a goal to rescue Wuzzits), challenges
based on constructivist experiences included engagement math perfor- mance, or cause game addiction." (p. 712), "the game could harm their physical
primary-school mathematics class: A case study Study. Journal of Computer Assisted Learning, CHina interviews, and document (25 boys, 20 girls) (difficultly increased by level )
grounded theory and learning through digital games. and mental health”(p.715)
36(5), 709-717. analysis.
4."Some students expressed that although they enjoyed the game classes , they did not learn
http://dx.doi.org/10.1111/jcal.12438
much math and worried that they might not master basic skills ,”(p.712), "thereby affect their
academic goals and achievements.”(p.715)
5. "In game classes, most students sustained attention and were rarely distracted ," (p.712).
6. "Students expressed that they were really engaged in learning and thinking ." (P.712)

1. The data confirmed that the young children in this study demonstrated active learning
engagement during the EERG activity.(p.439).MO-SCAFFOLDING( HINT FROM
TEACHER)
2. Each game stage in the EERG established a platform for problem solving . The qualitative
findings revealed that even though students perceived problem solving as a learning
challenge.(P.436)-IT(PROBLEMS)——EERG appeared to intensely attract students’ attention,
Chou, P., Chang, C., & Hsieh, S. (2020). Recorded videos,Teacher’s which in turn compelled students to actively engage in the learning scenario .(p.435)-FUN-
1. When combined with advanced technology elements such as augmented reality or
Connecting Digital Elements with Physical teaching note, Students’ ENVIRONMENT
virtual reality, the educational value of GBL has been demonstrated . (p.425)
Connecting digital elements with physical Learning Contexts: An Educational Escape-the- reflection worksheet, investigate students’ overall learning 2.Students expressed positive learning attitudes towards the integration of the EERG into the
15 second-grade students 2. In the EERG, various groups of young children used their mobile devices to engage
learning contexts: an educational escape-the- Room Game for Supporting Learning in Young Case study: a single Students’ learning responses during the implementation curriculum.(p.441)
Taiwan aged 7–8 years (boys: 7; in a theme-based learning activity in which several puzzles directly related to
room game for supporting learning in young Children. Technology, Pedagogy and case design experience retention of educational escape-the-room 3.the EERG enabled the long-term learning retention of the problem -solving process among
girls: 8) knowledge domains in the textbook posed learning challenges for problem solving .
children Education, 29(4), 425-444. worksheet, Learning games in classrooms. students. (P.436)-IT(PROBLEM) ——they were naturally motivated to continue their learning
(p.427)
http://dx.doi.org/10.1080/1475939X.2020.177 anecdote records, journey in the EERG. (P.435)
5694 Interviews with teachers 4.When participating in the EERG activity, students became active learners who enjoyed
contributing their effort. (p.438)
5.students perceived that playing a detective and engaging in a treasure hunt around the campus
was a joyful learning activity. (P.436)-IT (ROLE PLAY)
6. students enjoyed using the mobile devices for the learning activity . The use of the mobile
devices functioned as a learning catalyst to spark students ’ learning interest. -MO(LEARNING
TOOL)
study the effects of immersive game-
1. Immersive GBL through BOEDU strategies shows promise for increasing student
sequential, explanatory, Engagement versus based learning (GBL) using a
Duncan, K. J. (2020). Examining the Effects of engagement and motivation among Grade 3 students in a culturally diverse and economically
mixed-methods design Disaffection with Learning relatively new instructional strategy
Examining the Effects of Immersive Game- Immersive Game-Based Learning on Student challenged school.(p.522)
that involved first Student Report (EvsD) of Breakout EDU (BOEDU) to
Based Learning on Student Engagement and the Engagement and the Development of 2. The engaged students mentioned that they are motivated by collaboration /teamwork,
southeastern collecting quantitative survey ( was developed by 76 Grade 3 students from increase students’ engagement and
Development of Collaboration, Collaboration, Communication, Creativity and challenge, fun, time constraint, success and reward in the immersive GBL.-MO
United States data and follow- ing up Skinner, Kindermann, and four homeroom classes motivation in Grade 3 while
Communication, Creativity and Critical Critical Thinking. TechTrends, 64(3), 3. Students claimed that Breakout EDU was like a mystery and was absolutely fun . (P.518)//
by explaining the Furrer in 2009 ), focus- developing the twenty-first-century
Thinking 514–524. https://doi.org/10.1007/s11528-020- Mystery and suspense made the list of motivational triggers for engaged students . (P.519)-FUN-
quantitative results with group interview with (ten learning skills of collaboration,
00500-9 CHALLENGE
qualitative data questions) communication, creativity and
4. the engaged students mentioned rewards as a motivational trigger . (P.520)-MO
critical thinking.
interest questionnaire
(Interest-Driven Creator 1. the 4S approach gave students an interest - ing and interactive way to provide them a context
(IDC) Theory (Chan et al., which can hold their attention, to aid them to create their stories, and to share with peers in the
Chen, Z. H., & Liu, W. Y. (2019). A six-stage
2018), attitude dual-task. (P.197)
story structure approach for elementary
questionnaire-Pintrich’s to investigate the influences of a six - interest is critical for learning, it leads to meaningful learning and offers students more 2. the 4S approach has the potential to serve as scaffolding for situational interest through
A six-stage story structure approach for students’ story production: quality, interest, and
a quasi- experimental (1991) ‘The Motivated stage story structure (4S) approach motivation for advanced learning (Yang et al., 2016). students accumulating their successful experi - ences in story creation.
Transmedia elementary students’ story production: quality, attitude. Computer Assisted Language Taiwan 49 fifth-grade students
study ANCOVA Strategies for Learning on elementary students’ interests, and 2. the technology increases learning transfers from paper -based to digital storybook , 3. 3they liked using the digital storybook in story production , revealing that computer
interest, and attitude Learning, 34(1–2), 184–207.
Questionnaire’ (MSLQ), attitudes.(p.184) and strengthens the links between the story structure and story production .(p.201) technology potentially acts as a prominent role for enhancing students ’ motivation, interest and
https://doi.org/10.1080/09588221.2019.16883
semi-structured interview- attitude. (P.200)
54
Cronbach’s a value 1⁄4 4. that students manifested significantly higher learning interest in terms of the triggering ,
.79), showing it to be immersing and extending dimensions.(p.201)
adequately reliable
1. Digital stories supports students having fun while learning , their participation, language
1. Digital storytelling (DST) is a powerful format because it provides opportunities for skills, imagination, technology literacy, social, effective communication and motor skills.
integrating technology with storytelling and enables students to represent their own (p.567)
Parsazadeh, N., Cheng, P. Y., Wu, T. T., &
understanding while combining narratives with images and verbal content . (p.471) 2.The results reveal that the experimental group students that used the CT strategy for DST had
Huang, Y. M. (2020). Integrating Motivation Survey. The
examine the impact of integrating 2. The results of some recent studies which have incorporated computational thinking a significantly higher degree of motivation than the control group students in the two
Integrating Computational Thinking Concept Computational Thinking Concept Into Digital one-month empirical Motivated Strategies for
CT into digital storytell- ing on the into English language learning indicate that using a CT strategy in the classroom can dimensions of intrinsic goal orientation and extrinsic goal orientation . This suggests that when
Into Digital Storytelling to Improve Learners’ Storytelling to Improve Learners’ Motivation Taiwan study- quasi Learning Questionnaire 52 fifth-grade students
learning, motivation, and anxiety of have a positive impact on students’ performance and moti- vation (Burke & Kafai, the DST requires computational thinking strategies , this approach can reinforce the impact of
Motivation and Performance and Performance. Journal of Educational experimental (MSLQ) (Pintrich, 1991)-
elementary school students. 2012; Vinayakumar et al., 2018). intrinsic goals like interest and curiosity . This approach also motivat- ed students towards
Computing Research, 59(3), 470–495. ANCOVA
3. As Kwon and Kim (2018) have stated, education based on Computational Thinking extrinsic goal features like performance evaluation , rewards, and grades. The analysis results
https://doi.org/10.1177/0735633120967315
stimulates intrinsic motivation through learner -content interaction and active indicate that a majority of the students in experimental group found language learning using CT
participation by giving individual responsibility to learners . and Scratch attractive. (p.487)

1. Digital storytelling has a strong effect on students ’ motivation and enthusiasm included both
Niemi, H., & Multisilta, J. (2016). Digital fun and commitment to hard work.(p.465)
Survey, follow-up Study how students became engaged
Storytelling Promoting Twenty-First Century 2. Digital storytelling project, using the technological platform Mobile Video Experience
Finland, questionnaires. and motivated when using MoViE
Digital storytelling promoting twenty-first Skills and Student Engagement. Technology, 134 elementary students (MoViE) worked very well, and supported students’ digital self-confidence in all
Greece and quantitative study Observation, focus group platform for digital storytelling in
century skills and student engagement Pedagogy and Education, 25(4), 451-468. (aged 8-11 years old) countries.(p.461)
California interview (Cronbach’s knowledge creation in Finland,
http://dx.doi.org/10.1080/1475939X.2015.107 3. Students can become highly engaged through digital storytelling . When promoting
alpha, ANOVA) Greece and California.
4610 engagement, it is good to combine both an emotional aspect , such as fun, with a commitment to
hard work. Working in groups is important for student motivation and enthusiasm . (P.466)

1.Students’ creativity levels during the digital storytelling activity were found to be
closely related to learning motivation in many dimensions . (p.929)
1. digital storytelling approach had a positive impact on students ’ language performance and
2. the implementation of a free-space storytelling approach in an ele - mentary
contributed to an increase to students’ motivation in two dimensions: extrinsic goal orientation
motivation surveys, classroom, highlighting the creativity and motivation in the storytelling process and
and elaboration, rather than intrinsic goal orientation . (p. 913)
Motivated Strategies for aligning with the requirement of formal curriculum .
2.the experimental group showed a significantly higher degree of motivation in extrinsic goal
Liu, K. P., Tai, S. J. D., & Liu, C. C. (2018). Learning Questionnaire 3.that educators need to strengthen the sharing feature of digital storytelling as it may
orientation and elaboration than the control group . It thus suggests that the free-space digital
Enhancing language learning through creation : (MSLQ) (Pintrich et al. strengthen extrinsic motivations to learn when the learning topics and materials remain
Enhancing language learning through creation: storytelling environment amplified the effect of extrinsic goal elements such as grades , rewards
the effect of digital storytelling on student 1991)was adopted to elicit 64 sixth grade students To investigate the impact of the free- unchanged.(p.931)
the effect of digital storytelling on student and performance evaluation. (p.929)
learning motivation and performance in a Taiwan experimental design the motivations and with the average age of space digital storytelling approach on 4.students’ motivations in language learning were closely related to the creativity level
learning motivation and performance in a 3. students who demonstrated and presented their creative ideas in their stories were more likely
school English course. Educational Technology learning strategies to 12 elementary students’ motivation of their stories. (P.931)
school English course to be highly motivated language learners . (p.930)
Research and Development, 66(4), 913–935. understand how such an 5.teachers need to give students a certain level of openness in digital storytelling
4. the digital storytelling approach had a positive impact on students ’ language performance,
https://doi.org/10.1007/s11423-018-9592-z approach impacted activities to allow them to expand their creativity under the existing language teaching
particu- larly in oral reading fluency and extrinsic motivation in a formal education
students’ motivation in practices. (P.931)
context.(p.930)
learning. 6.the incorporation of the free-space digital storytelling activity should not only aim at
5.digital storytelling contributed to students ’ increased motivation. (p.930)
helping students demonstrate their language ability , but also expanding their creativity -
6.
oriented performance as the creativity -based performance may act as a motivation
catalyst that triggers students learning with higher level of motivations . (P.931)

1.stories represent natural and powerful tools for conveying learning content , which is
capable of engaging and providing richer experiences for learners . (P.231)
2.Education has been affected by the impact of immersive technology and the
correspond- ing sociocultural changes in participatory culture . Under these
circumstances, transmedia dynamics can potentially serve as a powerful tool for
enhancing education. Transmedia storytelling provides a large space for learners to
produce content, construct meanings and worlds, as well as build communities and
networks. (P.230)
3.The transmediality involved in the project contributed (1) to a more realistic
experience, (2) engaged and challenged the students , (3) connected students
emotionally within the storyworld, (4) taught students to cooperate in problem -solving
activities, and (5) offered a more interesting and meaningful experience .(p.232)
Gambarato, R. R., & Dabagian, L. (2016). transmedia project
4.Transmedia storytelling is about audience engagement , meeting the challenges of 1.the transmedia strategies in the project placed the students in the center of the learning process
Transmedia dynamics in education: the case of design analytical model
demonstrate how Robot Heart partici- patory culture and satisfying the demands of the new generation of prosumers . and motivated them to learn. (p.229)
Transmedia dynamics in education: the case of Robot Heart Stories. Educational Media and applied to Robot
Russia Feedback 42 fifth grade students Stories project, transmedia strategies (p.233) 2.The students’ internal motivation in this project was increased through infor - mational
Robot Heart Stories International, 53(4), 229–243. Heart Stories (for
can potentially enhance education. 5. Gamification can be considered a powerful tool for engagement , which facilitates rewards which were presented through Laika ’s immediate feedback on students’decisions.
https://doi.org/10.1080/09523987.2016.12548 examining the case
the trans- formation of serious projects into engaging experiences . (P.234) 3.
74 study)
6. Transmedia storytelling creates engagement with compelling narration that unfolds
across multiple platforms, while gamified applications implement reward systems and
other gaming elements to motivate the audience to remain engaged .(p.234)
7. when a gamified application, incor- porated into a transmedia educational project ,
contributes to creating intrinsic motivation and favor flow , the application can be
recognized as an effective tool for enhancing education . (p.234)
8. Robot Heart Stories project, which embraces multiple media platforms along with
offline activities, expands the content, and engages the audience inside and outside the
classroom, serving as an appropriate example of the application of transmedia
storytelling in the realm of education . (p.230)
9. The more coherent the reason to learn , the more motivated students are, and
therefore, the more they will learn.

Huang, Y., Liu, C., Wang, Y., Tsai,


C., & Lin, H. (2017). Student
engagement in long-term collaborative
EFL storytelling activities: An analysis 1. two thirds of the mid- and low-proficient students expressed high interest (fun and enjoyment)
1. Engagement can be viewed as active participation in the learning process , and
Student Engagement in Long-Term Examine student engagement and and confidence (less fear and no pressure), suggesting that the storytelling activity was fun ,
of learners with english proficiency Mixed-method approach contributes to deeper and more meaningful learning . (P.96)
Collaborative EFL Storytelling Activities: An follow-up student 42 third graders (from 9 pair performance on a long-term enjoyable, and not intimidating; nor was it as stressful as typical English learning activities .
Analysis of Learners with English Proficiency differences. Educational Technology & Taiwan integrates quantitative
interviews, survey to 10 years old) technology- enhanced collaborative
2. Meanwhile, the activity design allows a high level of freedom for high -proficient
(P.103)
Society, 20(3), 95-109. and qualitative data students to contribute and practice more advanced skills , so that they do not lose
Differences storytelling activity 2. The collaborative storytelling activity in this present study seemed to limit high -proficient
interest or become disengaged. (p.105)
https://www.proquest.com/scholarly- students’ engagement, especially when they were paired with lower -proficient peers.(p.105)
journals/student-engagement-long-
term-collaborative-
efl/docview/1969019173/se-
2?accountid=12528
1. DST has been shown to have a strong positive influence on motivation during the
designing and filming of videos. (P.331)
Niemi, H., Niu, S., Vivitsou, M., & Li, B. 2.In addition, when using DST, it can be implemented individually or collaboratively 1.The students were highly engaged throughout the study .
(2018). Digital Storytelling for Twenty-First- (p.331) 2. The teachers reported that the students displayed active knowledge creation and increased
Digital Storytelling for Twenty-First-Century Century Competencies with Math Literacy and Mix- both quantitative To examine how engaged the 3. Engagement often includes collaboration in the form of “peer-to-peer” relationships motivation and engagement.
FInland, Questionnaire, 37 finnish students/ 108 between students and teachers. (P.334)
Competencies with Math Literacy and Student Student Engagement in China and and qualitative research students were in Digital Story 3. The present DST study provided a pedagogical means for using digital technology to
China observations, interview chinese = 145 4. The process encourages student participation and engagement , helping them better
Engagement in China and Finland Finland. Contemporary Educational methods Telling lessons motivate students to become active learners .(p.347)
Technology, 9(4). learn the concepts. (p.334) 4. DST integrates digital technology with subject math learning and fosters student persistence
https://doi.org/10.30935/cet.470999 5. DST method could increase positive emotional experiences —including fun, and enjoyment in learning. (p.349)
aspiration and inspiration, enthusiasm, and commitment—and could also increase the
students’ ability to be persistent.(p.336)
1. Transmedia domain must be to attract and hold students ’ attention during challenging
McCarthy, E., Tiu, M., & Li, L. (2018).
learning activities, but the current studies suggest that these domains were important to student
Learning Math with Curious George and the classroom observations, To study how narrative-based
San Fran- engagement. (P.243), boosted students’ interest , motivated them to engage in mathematics to
Learning Math with Curious George and the Odd Squad: Transmedia in the and inter- views with transmedia curricular resources can
cisco Bay single-subject design, 83 first grade students solve problems. (p. 241)
Odd Squad: Transmedia in the Classroom Classroom. Technology, Knowledge and participating teachers and support student learning in early
Area 2. students supported each other’s learning during intervention activities by engaging in
Learning, 23(2), 223–246. parents mathematics.
collaboratively problem solving and by more advanced students taking an active role in
https://doi.org/10.1007/s10758-018-9361-4
supporting less advanced students. (P.243)

Girmen, P., & Kaya, M. F. (2019b). Using the 1. Digital stories supports students having fun while learning , their participation, language
To study the students’ learning
Flipped Classroom Model in the Development Action research based 1. the systematic pattern of the FCM combining in -out class teaching-learning skills, imagination, technology literacy, social, effective communication and motor skills.(p.567)
Using the Flipped Classroom Model in the engagement after using the Flipped
Digital of Basic Language Skills and Enriching on philosophically observation notes, student 23 fourth grade students, processes allows for active, highly efficient, interactive activities.(P.567) 2. Game-based activities raised the attention and motivation of ‘game’ students. (p.567)
Development of Basic Language Skills and Classroom Model in the
Technologies Activities: Digital Stories and Turkey critical theory and researcher diaries, semi- 11 male and 12 female 2. Behaviors interrupting the lesson and games such as noise and cheering diminish 3. In conclusion, with the use of FCM, by enriching with digital story and game -based activities
Enriching Activities: Digital Stories and Development of Basic Language
Tool Games. International Journal of (quantitative and structured interviews students gradually by using game-based activities actively and frequently during learning - teaching-learning processes in Turkish courses, the development of students in many areas ,
Games1 Skills and Enriching Activities:
Instruction, 12(1), 555–572. qualitative approach) teaching processes. firstly basic language skills, then cognitive, emotional, social and psychomotor skills were
Digital Stories and Games1
https://doi.org/10.29333/iji.2019.12136a contributed. (p.568)

Kundu, A., Bej, T., & Rice, M. (2020). Time to


1.that blended approach of learning have the potential of enhancing students ’ engagement (p.
engage: Implementing math and literacy
Time to engage: Implementing math and Design-based Research 40 children from a fourth- investigate the effects of blended 1. Improving the quality of education for retention and as preparation for technology - 1211)
blended learning routines in an Indian MIX- Experimental
literacy blended learning routines in an Indian India (DBR) methods- grade standard class (20 environment on students’ classroom based careers must begin with blended learning in the early grades so that it can reach 2. blended learning ambience increases students ’ classroom engagement in an elementary
elementary classroom. Education and study (9 weeks)
elementary classroom observations and interview boys 20 girls) engagement the most people from the widest range of social groups and economic classes . (p.1206) classroom when teachers were supported with necessary proficiencies .
Information Technologies, 26(1), 1201–1220.
3. As active engagement increased, children who were being disruptive or disengaged decreased .
https://doi.org/10.1007/s10639-020-10306-0

1. digital tools were used successfully within the context of the two schools to extend the HL
classroom and to generate engagement and motivation in a multimodal learning environment .
(p.163)
Palladino, V., & Guardado, M. (2017).
2. Student One acknowledged feeling engaged with activities in her HL classroom when using
Extending the heritage language classroom : 1. Online learning scholarship makes a basic distinc - tion between pure online vs.
technology, as she reportedly felt empowered by the ability to determine her level of progress
experiences of digital technology use in two blended online learning environments .(p. 152)
Extending the heritage language classroom: To study the impact of digital tools with a learning unit and her readiness to move ahead to the next phase : (p.159)
community schools in Alberta, small-scale qualitative two teachers and two 2.Online tools may allow these programmes to sustain learning opportunities between
experiences of digital technology use in two Canada semi-structured interview on student motivation and 3.Students expressed satisfaction with language activities that involved computers , and with
Canada. Language, Culture and case study students. class sessions, potentially keeping students more engaged and liberating precious class
community schools in Alberta, Canada engagement individual and group online tasks, both in and out of class. They appreciated the use of digital
Curriculum, 31(2), 150–167. time for more interaction, one-to-one work, group work, and overall to foster more
tools in the classroom and excitedly embraced activities completed away from computers when
https://doi.org/10.1080/07908318.2017.14159 active learning. (P.164)
successful completion led to a computer session as a reward . (p.159)
23
4.learners seemed to develop a feeling of being in charge when using digital tools , which
arguably enhanced their motivation and engagement , and possibly fostered autonomous
learning. (P.162)

1. Engagement was highest during teacher -led small group instruction and whole-class mini-
Taylor, D. B., Handler, L. K., FitzPatrick, E., &
lessons but varied significantly during independent reading . (p.522)
Whittingham, C. E. (2020). The device in the I. We observed that engagement during technology use was more prevalent in teacher -
multi-site qualitative 2. However, students often used technology to do something other than assigned work . it
room: Technology’s role in third grade literacy Observations, semi- Between 35500 and examined the multiple layers of led lessons such as those facilitated through digital whiteboards . Students were more
The device in the room: Technology’s role in case study (Merriam & became clear that students were not engaged . (p.522)
instruction. Journal of Research on Technology USA structured interviews- 40000 students across technology’s influences on students’ likely to be engaged when using technology collaboratively . (p.523)
third grade literacy instruction Tisdell, 2016; Yin, 3. engagement during technology use was more prevalent in teacher -led lessons such as those
in Education, 52(4), 515–533. ANOVA three school districts engagement. 2. We observed higher levels of engagement for students using technology connected
2014) facilitated through digital whiteboards . Students were more likely to be engaged when using
https://doi.org/10.1080/15391523.2020.17475 to projects and larger instructional tasks .(p.253)
technology collaboratively. higher levels of engagement for students using technology
77
connected to projects and larger instructional tasks (p.523)

Sung, H. Y., Hwang, G. J., & Chen, S. F.


(2018). Effects of embedding a problem-posing- to propose a problem-posing-based 1.With the preservation technology of digitalization , e-books bring the ways of
1. Compared to the conventional interactive e -book, the interactive e-book with the problem-
Effects of embedding a problem-posing-based based learning guiding strategy into interactive learning guiding strategy that can be preserving and spread- ing knowledge into a new era. (P.389)
The Approaches of posing-based learning guiding strategy effectively boosted the students ’ deep motive in learning
learning guiding strategy into interactive e- e-books on students’ learning performance and Taiwan a quasi-experimental embedded in e-books to engage 2.The rapidly increasing popularity of mobile devices has facilitated the use of e -books
Learning Science 46 fourth-grade students science and hence helped them experience positive learning results . (P.399)
books on students’ learning performance and higher order thinking tendency. Interactive design students in critical thinking and in school settings. (p.400)
questionnaire 2.guiding students to think from different and critical perspectives could help them to think in
higher order thinking tendency Learning Environments, 27(3), 389–401. improve their learning performances 3. Therefore, designing student-centered e-books requires proper strategies to guide
depth and hence promote their intrinsic motivation (p.399)
https://doi.org/10.1080/10494820.2018.14742 and deep motivation. learning. (P.390)
35
1. learners who used E-flashcards demonstrated higher levels of attention , relevance,
Li, J. T., & Tong, F. (2018). Multimedia- confidence, and satisfaction in Chinese word learning . (P.1191)
assisted self-learning materials: the benefits of E- QUANLITATIVE Instructional Materials To explore the effects of self-learning 1. E-flashcards have been applied to Chinese language teaching in a few empirical 2. students who used E-flashcards in this study paid more attention to Chi - nese word learning,
Multimedia‐assisted self‐learning materials: the 50 fourth grade and 50
flashcards for vocabulary learning in Chinese as cognitive theory of Motivation Survey- E-flashcards and paper flashcards on studies. because E-flashcards with multiple features supported by mul - timedia were more engaging and
benefits of E‐flashcards for vocabulary learning USA fifth grade students (48
a foreign language. Reading and multimedia learning ANOVA (IMMS, Keller, Chinese language learners’ learning 2.E-flashcards (or digital flashcards through students’ iPads) incorporate multimedia met students’ learning needs (p.1191)
in Chinese as a foreign language girls and 52 boys)
Writing, 32(5), 1175–1195. (Mayer, 2009) 1993) attitudes. resources with comprehensive visual, verbal, and audio inputs (p.1175) 3. the multiple features of E-flashcards, especially the audio feature, sparked students’ learning
https://doi.org/10.1007/s11145-018-9906-x interests, because 91% of the students reported that they felt more con - nected to the learning
materials.
So, W. W. M., Chen, Y., & Wan, Z. H. (2019).
Multimedia e-Learning and Self-Regulated 1. The use of multimedia, which enhances content visualization and user interaction ,
Science Learning: a Study of Primary School To study the impacts of self- 1. These findings suggested that multimedia resources motivated students to learn science .
Multimedia e-Learning and Self-Regulated Lesson Observations, contributes to learners’ cognitive and affective development .
Learners’ Experiences and Perceptions. Journal Hong Kong 330 students (third to regulated learning with e- learning 2. this study suggest that providing more opportunities for primary students to experience e -
Science Learning: a Study of Primary School QUALITATIVE Cognitive Walkthrough 2. Exposure to multimedia e-learning environments would, to some extent, facilitate
of Science Education and Technology, 28(5), sixth grade) resources on students’ students learning can potentially provide a meaningful platform for students to perform self -regulated
Learners’ Experiences and Perceptions Interviews with Students students’ self-directed learn- ing, increase their emotional engagement , and
508–522. https://doi.org/10.1007/s10956-019- motivation in science classes learning and increase their understanding of science concepts and motivation to learn science .
subsequently improve their cognitive learning .
09782-y

to examine whether the use of


1. Students who have been thought by a motivational and multimedia instructive message in the
Lauc, T., Jagodić, G. K., & Bistrović, J. (2020). multimedia in the introductory part 1. The motivation was simulated by stimulating curiosity , exploration, or competition.
1.Questionnaires for the introductory part of Nature and society lesson found those messages more instructive , more
Effects of Multimedia Instructional Message on 170 4th grade students of the lesson can have positive effects Multimedia features include sound, text and images, as well as, in the case of
assessment of motivational exciting and funnier compared to those who have not been taught with the motivational and
Effects of Multimedia Instructional Message on Motivation and Academic Performance of (experimental group on the pupils’ motivation and presentations, animation, video, and interactivity are included. (p.493)
aspects of introductory multimedia instructive message. (P.504)
Motivation and Academic Performance of Elementary School Students in Croatia quasi-experiment consisted of 97 and the learning outcomes in comparison to 2. The model of the motivational and multimedia instructional message , consisting of
activities. 2. the results obtained have shown the positive impact of motivational and multimedia
Elementary School Students in Croatia Croatia. International Journal of control group of 73 the traditional design of introductory six activity groups (associations, quizzes, and crosswords, video, interactive stories,
2.knowledge exams instructional messages on student motivation . (P.505)
Instruction, 13(4), 491–508. students) part of the lesson delivered through interactive maps, and visual stimuli) showed as suitable for use in teaching the subject
3. the students learned better and showed more interest and positive reactions compared to those
https://doi.org/10.29333/iji.2020.13431a verbal interaction between teacher of Nature and Society.
who learned without multimedia instructional messages . (p.505)
and students.

van der Meij, H., van der Meij, J., Voerman, T., 1. The video tutorials enhanced self-efficacy significantly and substantially . (P. 608)
& Duipmans, E. (2017). Supporting 2. The findings showed that the tutorials contributed significantly and substantially to self -
motivation, task performance and retention in 65 participants (two fifth- to examine how well do the videos
Supporting motivation, task performance and self-efficacy questionnaire efficacy development. Participants indicated that the tutorials resulted in high final self -
video tutorials for software Netherlands Experimental design grade and two sixth- support learning and increase self- a video tutorial would be more effective if it included reviews . (P. 611)
retention in video tutorials for software training (ISEQ)- ANOVA appraisals of the capacity to accomplish the trained tasks in the future . (P. 610)
training. Educational Technology Research and grade) efficacy
3. The findings showed that the tutorials successfully supported and enhanced moti - vation, but
Development, 66(3), 597–614. also that a lasting effect on learning was achieved only to a moderate degree . (P. 611)
https://doi.org/10.1007/s11423-017-9560-z
Chang, S. C., Hsu, T. C., Chen, Y. N., & Jong,
M. S. Y. (2018). The effects of spherical video- 1. the learning motivation of the experimental group students who used the Hands-on VR
based virtual reality implementation on To investigate the result of spherical
1. designing a VR project was a little difficult for them with the unfamiliar VR activities was not better than that of the control group students who used the conventional
The effects of spherical video-based virtual students’ natural science learning the questionnaire of video-based virtual reality
software and the learning content. (P. 926) VR system to learn. (P. 924)
reality implementation on students’ natural effectiveness. Interactive Learning Taiwan learning motivation, self- 25 fifth-grade students implementation on
2.the exper- imental group students indicated that the virtual reality project was 2.the self-efficacy of the experimental group students who used the Hands-on VR activities
science learning effectiveness Environments, 28(7), 915–929. efficacy students’learning motivation and
produced in a relatively short time. (P. 926) was no better than that of the control group students who used the conventional VR system
https://doi.org/10.1080/10494820.2018.15484 self efficacy development
to learn. (P. 925)
90

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