A systematic literature review on the use of technology tools used in game-based learning

HIGHLIGHTS

  • What: The aim of this study is to identify the functions of technology tools used in game-based learning and to determine their impact on student achievement and learning effectiveness. The study found that the use of these technology tools not only increased student motivation but also improved their academic performance particularly in subjects like programming science and language. The study by Hussein et_al indicated that students are more interested and actively engaged in the learning process when digital games are used as teaching tools. Of these, 18 articles were excluded due to topics irrelevant to the . . .

     

    Logo ScioWire Beta black

    If you want to have access to all the content you need to log in!

    Thanks :)

    If you don't have an account, you can create one here.

     

Scroll to Top

Add A Knowledge Base Question !

+ = Verify Human or Spambot ?