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Crafting a Literature Review on Game-Based Learning: A Daunting Task

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For instance, design strategies for games involving learners with two yet distinct disabilities could
adopt guidelines under those two categories, demonstrating accessibility for all learners ( Valentini et
al., 2017; Ojeda-Castelo et al., 2018 ). By the end, you'll know how to create a compelling literature
review and add your own ideas to the mix. Specifically, this study probed the design,
implementation, and outcomes of game-based learning for special education research through the
perspective of Activity Theory. Furthermore, this study identified existing gaps from the reviewed
studies, including occasional lack of parental engagement, difficulty of standardising performance
measures due to the heterogeneity of learner profiles and contradictions (e.g., opposing views among
experts on the role of educational games in social interactions). As these studies can only provide a
partial picture of the use of game-based learning in the realm of special education, a comprehensive
review of how to apply educational games to enhance the learning of individuals with diverse
disability profiles is necessary. Yet, if you find yourself facing challenges or needing additional
support, our expert essay writing service is here for you. Check out the theories, models, and
methods used in the research. Annetta, Minogue, Holmes and Cheng (2009) allude to issues with
student engagement, suggesting that games may capture their attention initially, but learners may
face complex problems that are distracting and could result in a lack of engagement. Tapping into
this content seems to be the natural next step for education, especially considering the versatility and
adaptability features (Schaff, 2012) that games can offer for differentiated instruction. Offers
Methodological Guidance: Helps choose appropriate research methods for quality outcomes.
Demonstrate how each piece of research contributes to the overall understanding of your chosen
topic. Similarly, studies that focused on reviewing educational technologies in relation to learners
with disabilities reported the same challenge (e.g., Tlili et al., 2020 ). The second challenge involves
the diversity of learners' disability profiles when conducting a game-based learning experience.
Using relevant keywords and phrases in your search is essential, experimenting with diverse
combinations for a thorough collection of relevant sources. Conclusion: Summarize what you
discovered, highlight any important contributions, and suggest areas for future research. Accurate
referencing enhances the credibility of your literature review and gives due credit to the original
authors. It is useful when emphasizing the methodologies used by researchers and their implications
for the findings. This field is commonly known as game-based assessment (GBA), which refers to
the use of games to assess learners' competencies, skills, or knowledge. Digital Game Based Learning
is one approach that is proving to be a potentially effective method for engaging learners (Yang,
2012) in a context that is both familiar and appropriate, yet it can be challenging for teachers to
implement (Whitton, 2012). No use, distribution or reproduction is permitted which does not comply
with these terms. The main findings from this review provide the current state of the art research in
ARGBL in compulsory education. In this context, the “education area”, “the level of education of
the participant”, “dependent variables”, “data collection tools”, “research methods used”, “type of
AR used”, “software used in the development phase of the application”, factors such as “advantages
and limitations t. This review aims to offer new insights to researchers and provide educators with
effective advice and suggestions on how to improve learning outcomes, as well as increase students'
motivation and learning performance by incorporating this instructional model into their teaching.
These findings show that besides physical and cognitive skills, game-based learning may be applied
to a wider range of subjects, fulfilling STEM requirements and moving towards science, technology,
engineering, arts, and mathematics (STEAM). Addresses Research Gaps: Identifies areas where more
knowledge is needed, guiding your contributions. For experiments conducted in special classrooms,
where other learners were also doing some activities, learners who underwent experiments might get
distracted ( Everhart et al., 2011 ). However, it remains unclear how ARGBL applications can impact
students' motivation and performance in primary education. Specifically, it supports the development
of analytical reasoning skills and self-directed learning, cooperative skills and group problem-solving,
which are essential for learners with disabilities ( Dziorny, 2007 ). Encourages Scholarly Dialogue:
Integrates your work into ongoing academic discussions, influencing future research. Parents should
not only be interviewed but also be invited to be actively engaged in the experiments to provide
learners with disabilities with a more comfortable environment and support researchers in conducting
long-term experiments successfully. Additionally, more stakeholders, such as parents, should be more
involved in both the design and learning processes of game-based learning for learners with
disabilities.
Collaborating with universities is also a good option because they usually have advanced corollary
equipment and undergrad research volunteers who help monitor the process. Trends and the vision
towards the future are also discussed, as ARGBL can potentially influence the students’ attendance,
knowledge transfer, skill acquisition, hands-on digital experience, and positive attitude towards their
learning. Our team is ready to provide expert guidance, ensuring you craft a strong and effective
literature review. For learners with disabilities, more targeted learning objectives such as teaching
sign language can be formulated to meet their needs. This is a potential research niche, as no
previous study has reported the use of adaptive learning in game-based learning for learners with
disabilities. As these studies can only provide a partial picture of the use of game-based learning in
the realm of special education, a comprehensive review of how to apply educational games to
enhance the learning of individuals with diverse disability profiles is necessary. However, to achieve
this, it is essential to consider educational and technological aspects to develop appropriate
applications that provide the student and the teacher with innovative teaching methods. Engage in
Dialogue Frame your literature review as a conversation with other scholars. However, after the
experiment, the authors concluded that neither eye tracking nor VR headset led to difficulties for
individuals in the sample, which turned them into proper devices for this kind of training. To browse
Academia.edu and the wider internet faster and more securely, please take a few seconds to upgrade
your browser. Technology in education has the potential to drive pupils to learn more actively,
resulting in a more effective learning process. Learning objectives for music, art and dance class
should also be created, and various technologies should be selected so that learners with disabilities
can access learning equity as technology flourishes. Here is how to write a good literature review:
Step 1: Search Relevant Literature Start by searching for scholarly sources that you will cite in your
paper that are closely related to your research topic. The students will pay more attention in this
educational game because they can enjoy themselves playing while they are learning ( ). Does it
agree with what we already know, add new info, or challenge what we thought. Methodological
Approach This approach centers on the research methods employed in various studies related to your
topic. This helps create a coherent narrative and highlights the connections between different works.
In essence, a well-crafted literature review informs and elevates your research, ensuring its relevance
and impact within your academic field. Technologies such as VR “may offer not only an enjoyable
pastime but also an opportunity to develop the motor, cognitive and social skills attributed to play
activities” ( Kirshner et al., 2011 ). Aids in Forming Research Questions: Helps shape precise and
meaningful research questions, building on existing theories. The usability (e.g., Ghanouni et al.,
2020 ), effectiveness (e.g., Goker et al., 2016 ), and accessibility (e.g., Chaves et al., 2021 ) of game-
based learning were also examined using selected measuring scales. Based on the assessment results,
it is possible to offer adaptive game-based learning to learners in a specific disability category. First,
the number of learners with disabilities is limited during school hours, and “it would have given a
better perspective if learners were able to play it at home with their parents or guardians” ( Bendak,
2018 ). Furthermore, as shown in Figure 7, not too many game-based learning applications were
multiplayer. Does it really match up with what you're trying to find out. Reading notes on
“Assessment in Game-based Learning: Foundations, Innovations, and Perspectives”. Talk about the
main points, give your thoughts, and point out any gaps in what's already known. I don't know about
you, but my seniors are not motivated at this point in the year. Example: When reviewing research on
the efficacy of a medical treatment, sections might be organized based on experimental methods,
observational studies, and clinical trials. Make sure you don't just stick to one type of source.
She is majorly involved in developing and reviewing online content plans that engage and resonate
with audiences. Specifically, this study can provide a reference for educators, game designers and
policy makers about the effective design and delivery of game-based learning for learners with
diversified disabilities. As part of this SRL, four sources of information were consulted: IEEE,
ACM, Springer, and Elsevier, from which forty-two primary studies were analyzed that describe
educational initiatives that incorpo. Now equipped with the essential steps to start your literature
review, you're set on the right path. Results and Why They Matter Sum up what the study found.
Digital Game Based Learning is one approach that is proving to be a potentially effective method for
engaging learners (Yang, 2012) in a context that is both familiar and appropriate, yet it can be
challenging for teachers to implement (Whitton, 2012). Nova has a passion for writing that engages
and informs her readers. Storyline and non-player characters (e.g., Navarro-Newball et al., 2014;
Stylianidou et al., 2020 ) were also widely used to help learners obtain a sense of control of the
learning environment. There's just so much out there, and it's easy to feel lost. First, associations with
local special learning centres, special schools and universities can be formed. Offers Methodological
Guidance: Helps choose appropriate research methods for quality outcomes. Specifically, it supports
the development of analytical reasoning skills and self-directed learning, cooperative skills and group
problem-solving, which are essential for learners with disabilities ( Dziorny, 2007 ). We'll show you
how to make this tough task simpler. The main findings from this review provide the current state of
the art research in ARGBL in compulsory education. Another proposal for hearing impairment was
from Bouzid et al. (2016), who proposed the computer game MemoSign to teach sign language. This
project motivates them to study while having some fun in the process. These findings show that
besides physical and cognitive skills, game-based learning may be applied to a wider range of
subjects, fulfilling STEM requirements and moving towards science, technology, engineering, arts,
and mathematics (STEAM). How do you pick the important stuff from a bunch of studies and tell a
clear story that makes a difference. It explains how Unity 3D can be used to build AR applications
that can enable learning of various subjects and skill the proficiency by playing an AR game in a Test
manner. Article types Author guidelines Editor guidelines Publishing fees Submission checklist
Contact editorial office Submit your research Search Download article. Also, make sure the sources
are trustworthy and come from respected places. To browse Academia.edu and the wider internet
faster and more securely, please take a few seconds to upgrade your browser. Finally, 11% of the
studies did not specify the operating system (e.g., Malekian and Askari, 2013; Delavarian et al.,
2015 ). Thematic Approach This approach categorizes your review based on themes or key concepts
related to your topic. Identify Gaps Highlight areas where existing research falls short. Article types
Author guidelines Editor guidelines Publishing fees Submission checklist Contact editorial office
Frontiers in Psychology. Introducing enjoyable and interactive learning could capture the attention of
young learners, hence improving teaching and learning. Strategies and methods of addressing these
needs are varied and with newer demands of accommodating these 21 st Century learners with
opportunities to acquire skills in collaboration; innovation and problem solving; communication and
creativity, there are many new approaches to choose from. Here is how to write a good literature
review: Step 1: Search Relevant Literature Start by searching for scholarly sources that you will cite
in your paper that are closely related to your research topic. After searching the relevant databases,
two authors analysed the retrieved papers by title, abstract and if necessary, by full text based on a
predefined inclusion and exclusion criteria defined in Table 1.
Utilizes Evidence: Enhances credibility by citing expert findings and theories. Particularly, eye
tracking was the mechanism to interact with the game, in which the youngest children needed
additional help. Give it a Once-Over Find out what's good and not-so-good about the research. A
total of 1,541 papers were then removed after screening titles and abstracts. Results and Why They
Matter Sum up what the study found. Furthermore, this study identified existing gaps from the
reviewed studies, including occasional lack of parental engagement, difficulty of standardising
performance measures due to the heterogeneity of learner profiles and contradictions (e.g., opposing
views among experts on the role of educational games in social interactions). After searching the
relevant databases, two authors analysed the retrieved papers by title, abstract and if necessary, by
full text based on a predefined inclusion and exclusion criteria defined in Table 1. This helps create a
coherent narrative and highlights the connections between different works. How do you pick the
important stuff from a bunch of studies and tell a clear story that makes a difference.
Hatzigiannakoglou and Okalidou (2019) used Virtual Reality (VR) to help children with cochlear
implants to be familiar with the device and to develop auditory skills based on Erber's model. The
study concluded that both general and domain-specific guidelines should be created for each
disability category proposed in this review to assist practitioners who wish to use game-based
learning with learners with disabilities. Does it really match up with what you're trying to find out.
Similarly, studies that focused on reviewing educational technologies in relation to learners with
disabilities reported the same challenge (e.g., Tlili et al., 2020 ). The second challenge involves the
diversity of learners' disability profiles when conducting a game-based learning experience. The
focus of this study is to help increase the level of knowledge and understanding of the IT students
regarding on their specific subject. The usability (e.g., Ghanouni et al., 2020 ), effectiveness (e.g.,
Goker et al., 2016 ), and accessibility (e.g., Chaves et al., 2021 ) of game-based learning were also
examined using selected measuring scales. Although ARGBL has the potential to enable new forms
of teaching and transform the learning experience, it remains unclear how ARGBL applications can
impact students’ motivation, achievements, and learning performance. Educational games should be
developed by considering the objectives and functions of education. Digital educational games are
educational games which are supported by different information technology and digital platforms (
Lin and Lin, 2014; Aslan and Balci, 2015 ) to promote learners' understanding of a given learning
content. Uncover connections and relationships among diverse research pieces to construct a
cohesive narrative within your literature review. We've tried to uncover some possible research
opportunities for game-based approach in Education. I keep games every time we do this assignment
because the students come up with AMAZING products every time. Therefore, a systematic
literature review using the Activity Theory (AT) was conducted to analyse studies about game-based
learning for learners with disabilities. However, the focus of this project was to provide a mobile
educational game for their smart phones that is related to their course. As a result, educators have
lately craved to develop effective teaching activities that allow the school children to learn some
subjects and to play the games simultaneously. There's just so much out there, and it's easy to feel
lost. It is “a sound instructional strategy that promotes student engagement” (Schaff, 2012, p. 61).
Yet there is enough skepticism to require careful consideration and to reflect on how this method
might be integrated most successfully. Utilize reputable academic databases for literature searches
like Google Scholar or your university's library resources. Commercial off-the-shelf games (COTS),
web-based games, simulations, massive multi-player online games, multi-user virtual environments
(MUVEs) and the more recent alternate reality games (ARGs) (Whitton, 2012) all represent the wide
range of possible digital game formats that are often referred to as serious games which includes any
game that might be used to support learning. Questions used for quizzes will be added from a form
page. Moreover, the integration of technologies ( Groenewegen et al., 2008 ) is encouraged.
Learning objectives for music, art and dance class should also be created, and various technologies
should be selected so that learners with disabilities can access learning equity as technology
flourishes. For learners with disabilities, more targeted learning objectives such as teaching sign
language can be formulated to meet their needs. Yet, if you find yourself facing challenges or
needing additional support, our expert essay writing service is here for you. This application is not
only for entertainment but also it provides learning’s to the user base on the specific lessons includes
on it. According to its efficacy and utilities, this study has assessed and compared the game-based e-
Learning system with the traditional learning and other e-Learning systems. The experimental results
have indicated that the proposed game-based e-Learning system can outperfor. Finally,
recommendations were made under each activity component. It allows for a comprehensive
exploration of various aspects without being bound by a strict timeline. Chronological Approach
This approach organizes your review based on the temporal progression of events, theories, or
studies. Total Pages 5 pages Answer Key Rubric only Teaching Duration 1 Week Report this
resource to TPT Reported resources will be reviewed by our team. We'll show you how to make this
tough task simpler. Specifically, this study can provide a reference for educators, game designers and
policy makers about the effective design and delivery of game-based learning for learners with
diversified disabilities. Educational games in a narrow sense are electronic games specially
developed for educational purposes ( Moreno-Ger et al., 2008 ). Educational games in a broad sense
not only involve traditional games ( Vos et al., 2011 ), but also include all educational software,
teaching aids, toys with the characteristics of both education and fun. Download Free PDF View
PDF International Journal of Engineering Education Development of a Game-Based e-Learning
System with Augmented Reality for Improving Students’ Learning Performance Victor R L Shen
Currently, the school children usually spend a lot of time on the games in their recreational activities
and some of them are even addicted to the games. Tapping into this content seems to be the natural
next step for education, especially considering the versatility and adaptability features (Schaff, 2012)
that games can offer for differentiated instruction. Such guidelines will promote practitioners'
efficiency in designing game-based learning while maintaining a high level of accessibility and
appropriateness for learners with different disabilities. To form a more inclusive environment and
work collectively in exploring more potentials for learners with disabilities, experts from other fields
such as computer science and psychology are encouraged to join the design team and provide some
recommendations in conducting and testing the game-based learning applications. Think about why
this is important for your research. She is majorly involved in developing and reviewing online
content plans that engage and resonate with audiences. Four studies examined the performance of
users with Down Syndrome, while one study included users with traumatic brain injury ( Everhart et
al., 2011 ). A total of six studies involves learners with intellectual disability, Attention deficit
hyperactivity disorder (ADHD), chronic disorders and specific language impairment. Furthermore,
as shown in Figure 7, not too many game-based learning applications were multiplayer. However, to
achieve this, it is essential to consider educational and technological aspects to develop appropriate
applications that provide the student and the teacher with innovative teaching methods. We've tried
to uncover some possible research opportunities for game-based approach in Education. For
experiments conducted in special classrooms, where other learners were also doing some activities,
learners who underwent experiments might get distracted ( Everhart et al., 2011 ). The application of
Augmented Reality (AR) in the classroom has the potential to improve on traditional doctrine. As
these studies can only provide a partial picture of the use of game-based learning in the realm of
special education, a comprehensive review of how to apply educational games to enhance the
learning of individuals with diverse disability profiles is necessary. The authors also present a
concept of an AR simulation game for Android devices for teaching basic 3D graphics principles and
stimulating 3D modelling skills. As part of this SRL, four sources of information were consulted:
IEEE, ACM, Springer, and Elsevier, from which forty-two primary studies were analyzed that
describe educational initiatives that incorpo. Does it agree with what we already know, add new info,
or challenge what we thought. The focus of this study is to help increase the level of knowledge and
understanding of the IT students regarding on their specific subject. Download Free PDF View PDF
SSRN Electronic Journal SARS-CoV-2 Spread, Detection, and Dynamics in a Megacity in Latin
America Zulma M.
Synthesize Information Connect the dots between different studies. The study concluded that both
general and domain-specific guidelines should be created for each disability category proposed in
this review to assist practitioners who wish to use game-based learning with learners with
disabilities. A Systematic Literature Review From the Activity Theory Perspective. Through this,
they will be able to maximize their class hours with the used of this online quiz system. To achieve
the highest level of effectiveness, games should be used to engage learners in active learning where
they are motivated to solve problems while learning curriculum based content. This application aims
at teaching words by providing models of objects and tests the progress, resulting in a better
learning experience for the user. The choice between a chronological, thematic, theoretical, or
methodological approach depends on the nature of your topic and the goals of your review. Specify
the time frame, key themes, and relevant studies to focus your research. Results and Why They
Matter Sum up what the study found. Based on a comprehensive taxonomy of application areas for
AR in primary education, ARGBL can potentially influence the students' attendance, knowledge
transfer, skill acquisition, hands-on digital experience, and positive attitudes in laboratory
experimental exercises for different courses. Questions used for quizzes will be added from a form
page. This game is based on the Memory Match Game, which includes a 3D human character who
reproduces signs to facilitate the learning process for users. Collaborating with universities is also a
good option because they usually have advanced corollary equipment and undergrad research
volunteers who help monitor the process. Parents should not only be interviewed but also be invited
to be actively engaged in the experiments to provide learners with disabilities with a more
comfortable environment and support researchers in conducting long-term experiments successfully.
Specifically, this study probed the design, implementation, and outcomes of game-based learning for
special education research through the perspective of Activity Theory. It is a lot of fun, and really
does allow for some great last-minute text analysis. For instance, among the 96 reviewed studies,
only 15 games could be installed and played on iOS and 21 on Android. How do you pick the
important stuff from a bunch of studies and tell a clear story that makes a difference. Any product
that may be evaluated in this article, or claim that may be made by its manufacturer, is not
guaranteed or endorsed by the publisher. Example: If reviewing the development of technology in
the last decade, you might organize your sections based on each year or significant milestones. It
explains how Unity 3D can be used to build AR applications that can enable learning of various
subjects and skill the proficiency by playing an AR game in a Test manner. The usability (e.g.,
Ghanouni et al., 2020 ), effectiveness (e.g., Goker et al., 2016 ), and accessibility (e.g., Chaves et al.,
2021 ) of game-based learning were also examined using selected measuring scales. She is majorly
involved in developing and reviewing online content plans that engage and resonate with audiences.
Article types Author guidelines Editor guidelines Publishing fees Submission checklist Contact
editorial office. For instance, 17 had learners in primary school, middle school and high school (e.g.,
Bouzid et al., 2016 ). Specifically, it supports the development of analytical reasoning skills and self-
directed learning, cooperative skills and group problem-solving, which are essential for learners with
disabilities ( Dziorny, 2007 ). Step 2: Analyze and Select Sources In the second phase of your
research, it is essential to carefully evaluate and select sources that directly contribute to your
research question. For learners with different disabilities, game-based learning should be designed
targeting specific disabilities instead of generalising it based on popularity or trend. For instance,
design strategies for games involving learners with two yet distinct disabilities could adopt guidelines
under those two categories, demonstrating accessibility for all learners ( Valentini et al., 2017;
Ojeda-Castelo et al., 2018 ). The study results indicated that ARGBL applications are mainly used to
document the design and development process, as well as to share preliminary findings and student
feedback.

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