International Educational Review

Applications and Learning Outcomes of Game Based Learning in Education

International Educational Review, Volume 2, Issue 1, April 2024, pp. 25-54
OPEN ACCESS VIEWS: 1506 DOWNLOADS: 847 Publication date: 15 Apr 2024
ABSTRACT
Game-based learning (GBL) is considered the most engaging means of learning and brings several benefits as regards the learning outputs. Game-based learning is applied in all different educational stages from pre-school education to tertiary education, and workplace. This review study discusses and extends previous findings by organizing the application of GBL approaches in different educational stages and presenting the main learning outcomes. The review study collects and analyzes 104 scientific papers ranging from 2013-2021. The benefits and limitations of GBL are also discussed in the paper, while different types of games including augmented reality (AR) approaches are considered. According to the findings, in primary and secondary education, GBL demonstrates a positive impact on learning outcomes and engagement, enhancing students' understanding of complex concepts and fostering real-world application of learned knowledge. While GBL in tertiary education facilitates deeper understanding, critical thinking, and skill development, its implementation requires careful design and evaluation aligned with learning objectives. The study also explores various types of GBL games, including memory, simulation, interactive, quiz, puzzle, strategy, and reality-testing games, each tailored to different educational objectives and subjects. Furthermore, Augmented Reality (AR) in GBL shows promise across subjects but faces challenges like technical limitations, training needs, privacy concerns, potential distractions, and a lack of comprehensive research on its efficacy. Overall, while GBL demonstrates considerable potential in enhancing education, its successful implementation requires careful consideration of age-appropriateness, varied game types, and integration of emerging technologies like AR.
KEYWORDS
Augmented Reality Game-Based Learning, Game-Based Learning, GBL in primary school, GBL in preschool education, Learning outputs
CITATION (APA)
Mikrouli, P., Tzafilkou, K., & Protogeros, N. (2024). Applications and Learning Outcomes of Game Based Learning in Education. International Educational Review, 2(1), 25-54. https://doi.org/10.58693/ier.212
REFERENCES
  1. Al-Azawi, R., Al-Faliti, F., & Al-Blushi, M. (2016). Educational gamification vs. game based learning: Comparative study. International journal of innovation, management and technology, 7(4), 132-136.
  2. Al-Sudani, S. (2019, October). The Impact of In-Class Mobile Learning on Students’ Engagement and Performance. In 13th International Conference on Game Based Learning, ECGBL 2019 (pp. 13-21). Dechema eV.
  3. Artamonova, V. V. (2018). Development of the concept of gamification in the XXI century. Historical and socio-educational thought, 10(2-2), 37-43.
  4. Bakan, U., & Bakan, U. (2018). Game-based learning studies in education journals: A systematic review of recent trends. Actualidades Pedagógicas, 72(72), 119-145.
  5. Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., ... & Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94, 178-192.
  6. Brom, C., Šisler, V. & Slavík, R. (2010) Implementing digital game-based learning in schools: augmented learning environment of ‘Europe 2045’. Multimedia Systems 16, 23–41 https://doi.org/10.1007/s00530-009-0174-0
  7. Bruno, L. E. (2019). Get Gamified: Promoting Augmented Reality and Digital Game Technology in Education. Augmented Reality Games I: Understanding the Pokémon GO Phenomenon, 237-251.
  8. Byun, J., & Joung, E. (2018). Digital game‐based learning for K–12 mathematics education: A meta‐analysis. School Science and Mathematics, 118(3-4), 113-126.
  9. Chang, C. Y., & Hwang, G. J. (2019). Trends in digital game-based learning in the mobile era: A systematic review of journal publications from 2007 to 2016. International Journal of Mobile Learning and Organisation, 13(1), 68-90.
  10. Chen, P. Y., Hwang, G. J., Yeh, S. Y., Chen, Y. T., Chen, T. W., & Chien, C. H. (2021). Three decades of game-based learning in science and mathematics education: an integrated bibliometric analysis and systematic review. Journal of Computers in Education, 1-22.
  11. Chen, S., Zhang, S., Qi, G. Y., & Yang, J. (2020). Games literacy for teacher education. Educational Technology & Society, 23(2), 77-92.
  12. Cherezova Ya.A., Zasova L.V., Khalimanenko S.N. Features of the formation of managerial competencies among medical students // Azimut of scientific research: pedagogy and psychology. 2017. V. 6. No. 2 (19). pp. 184-187
  13. Chiang, H. H. (2020). Kahoot! in an EFL reading class. Journal of Language Teaching and Research, 11(1), 33-44.
  14. Clarke, S., Peel, D. J., Arnab, S., Morini, L., Keegan, H., & Wood, O. (2017). EscapED: A framework for creating educational escape rooms and interactive games for higher/further education. International Journal of Serious Games, 4(3), 73-86.
  15. Dabbous, M., Kawtharani, A., Fahs, I., Hallal, Z., Shouman, D., Akel, M., ... & Sakr, F. (2022). The Role of Game-Based Learning in Experiential Education: Tool Validation, Motivation Assessment, and Outcomes Evaluation among a Sample of Pharmacy Students. Education Sciences, 12(7), 434.
  16. Dahalan, F., Alias, N., & Shaharom, M. S. N. (2023). Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review. Education and Information Technologies, 1-39.
  17. De Bie M.H. & Lipman (2012) The Use of Digital Games and Simulators in Veterinary Education: An Overview with Examples JVME 39(1) 6 2012 AAVMC doi:10.3138/jvme.0511.055R
  18. De la Torre, R., Onggo, B. S., Corlu, C. G., Nogal, M., & Juan, A. A. (2021). The role of simulation and serious games in teaching concepts on circular economy and sustainable energy. Energies, 14(4), 1138.
  19. de Sousa, F. F. D. M. (2021). A Dialogic Approach to Game-Based Learning-The Role of the Teacher in Students’ Engagement with Ethics and Morality in Citizenship Education Using a Commercial Off-the-Shelf Videogame.
  20. De Vary Sh. Educational Gaming. Interactive Edutainment. Distance learning // For Educators, Trainers and Leaders. Boston: Information Age Publishing, 2008. Vol. 5,Iss. 3, no. 3. R. 35–44
  21. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining Gamification. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (σσ. 9-15). Tampere, Finland: Association for Computing Machinery. doi:10.1145/2181037.2181040
  22. Dieva, A. A. (2018). Sociological model for the analysis of gamification processes in organizations. State and municipal administration. Scholars Notes, (1), 224-230.
  23. Dziuba, E. V., & Massalova, A. E. (2019). Game interactive technologies at Russian as a foreign language lessons in the system of professionally oriented education. Pedagogical education in Russia, (2), 46-55.
  24. Ebner, M., Böckle, M., & Schön, M. (2011, June). Game based learning in secondary education: Geographical knowledge of Austria. In EdMedia+ Innovate Learning (pp. 1510-1515). Association for the Advancement of Computing in Education (AACE).
  25. Foster, A., & Shah, M. (2020). Principles for advancing game-based learning in teacher education. Journal of Digital Learning in Teacher Education, 36(2), 84-95.
  26. Freitas, S.D. (2006). Learning in immersive worlds: A review of game-based learning.
  27. García-Redondo, P., García, T., Areces, D., Núñez, J. C., & Rodríguez, C. (2019). Serious games and their effect improving attention in students with learning disabilities. International journal of environmental research and public health, 16(14), 2480.
  28. Gelman, V. Ya. (2020). Using a game approach in teaching general professional disciplines. Problems of modern education, (3), 154-161.
  29. Gillern, S., Gould, H., & Urban, A. (2022, April). Video Games in the Elementary English Language Arts Classroom: An Examination of How Gaming Activities Can Support Learning. In Society for Information Technology & Teacher Education International Conference (pp. 469-474). Association for the Advancement of Computing in Education (AACE).
  30. Gros, B (2007) Digital Games in Education: The Design of Game-Based Learning Environments. Journal of Research on Technology in Education 40 (1), 23–38. doi: 10.1080/15391523.2007.10782494
  31. Hainey, T., Connolly, T. M., Boyle, E. A., Wilson, A., & Razak, A. (2016). A systematic literature review of games-based learning empirical evidence in primary education. Computers & Education, 102, 202-223.
  32. Hellerstedt, A., & Mozelius, P. (2019). Game-based learning: A long history. In Irish Conference on Game-based Learning 2019, Cork, Ireland, June 26-28, 2019 (Vol. 1).
  33. Holenko Dlab, M., & Hoic-Bozic, N. (2021). Effectiveness of game development-based learning for acquiring programming skills in lower secondary education in Croatia. Education and Information Technologies, 26, 4433-4456.
  34. Höyng, M. (2022). Encouraging gameful experience in digital game-based learning: A double-mediation model of perceived instructional support, group engagement, and flow. Computers & Education, 179, 104408.
  35. Hung, H. T., Yang, J. C., Hwang, G. J., Chu, H. C., & Wang, C. C. (2018). A scoping review of research on digital game-based language learning. Computers & Education, 126, 89-104.
  36. Hwang, G. J., Chiu, L. Y., & Chen, C. H. (2015). A contextual game-based learning approach to improving students' inquiry-based learning performance in social studies courses. Computers & Education, 81, 13-25.
  37. Ifenthaler, D., Eseryel, D., & Ge, X. (2012). Assessment for game-based learning (pp. 1-8). Springer New York.
  38. Ivanov, A. G. (2019). Computer games in teaching history. Society: sociology, psychology, pedagogy, (3), 134-138.
  39. Jayasinghe, U., & Dharmaratne, A. (2013, August). Game based learning vs. gamification from the higher education students' perspective. In Proceedings of 2013 IEEE International Conference on Teaching, Assessment and Learning for Engineering (TALE) (pp. 683-688). IEEE.
  40. Jinot, B. L. (2019). An evaluation of a key innovation: Mobile learning. Academic Journal of Interdisciplinary Studies, 8(2), 39.
  41. Jossan, K. S., Gauthier, A., & Jenkinson, J. (2021). Cultural implications in the acceptability of game-based learning. Computers & Education, 174, 104305.
  42. Kabilan, S. J. (2022). Effect of Virtual Activity and Game-Based Learning Techniques in Effective Teaching of' Professional Ethics' Course. Journal of Engineering Education Transformations, 35(3).
  43. Kafai, Y. B. (2006). Playing and Making Games for Learning. Games and Culture, 1(1), σσ. 36-40. doi:10.1177/1555412005281767
  44. Kazantseva, E. A. 2021, Game technologies in education: textbook /E. A. Kazantseva. - Kurgan: Izd-vo Kurgansk State univ.
  45. Khan, A., Ahmad, F. H., & Malik, M. M. (2017). Use of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference. Education and Information Technologies, 22, 2767-2804.
  46. Khodjaeva, N. T., & Shevchenko, E. V. (2022). Impact of games and simulations on higher education: a systematic literature review. Conferencea, 262-264.
  47. Kirstavridou Dimitra, Kousaris Konstantinos, Tzafilkou Katerina & Zafeiriou Christina (2020_ Types of Game-Based Learning in Education: A Brief State of the Art and the Implementation in Greece. European Educational Researcher, 87-100.
  48. Kiseleva, L. S. (2019). Gamification in business: opportunity or necessity?. In LABOUR AND LEISURE = LABOR AND LEISURE (pp. 46-47).
  49. Klimova, O. N. (2018). Innovations in marketing: gamification and the experience of its use by Russian retail chains. Innovative development of the economy, (1), 92-101.
  50. Koivisto, J., and Hamari, J. (2019). The Rise of Motivational Information Systems: A Review of Gamification Research. Int. J. Inf. Manag. 45, 191–210. doi:10.1016/J.IJINFOMGT.2018.10.013
  51. Kurysheva I. V. 2009 Classification of interactive teaching methods in the context self-realization of students' personality // Izv. Russian state. ped. un-ta im. A. I. Herzen.. No. 112. P. 160–164.
  52. Lai, N. K., Ang, T. F., Por, L. Y., & Liew, C. S. (2018). Learning through intuitive interface: A case study on preschool learning. Computers & Education, 126, 443-458.
  53. Laine, T. H., & Lindberg, R. S. (2020). Designing engaging games for education: A systematic literature review on game motivators and design principles. IEEE Transactions on Learning Technologies, 13(4), 804-821. Zeng, J., Parks, S., & Shang, J. (2020). To learn scientifically, effectively, and enjoyably: A review of educational games. Human Behavior and Emerging Technologies, 2(2), 186-195.
  54. Lei, H., Chiu, M. M., Wang, D., Wang, C., & Xie, T. (2022). Effects of game-based learning on students’ achievement in science: A meta-analysis. Journal of Educational Computing Research, 60(6), 1373-1398.
  55. Leutner, D.: Guided discovery learning with computer-based simu-lation games: Effects of adaptive and non-adaptive instructional support. Learning and Instruction 3 (2), 113–132. (1993). doi: 10.1016/0959-4752(93)90011-N21.
  56. Li, M. C., & Tsai, C. C. (2013). Game-based learning in science education: A review of relevant research. Journal of Science Education and Technology, 22, 877-898.
  57. Liu, Z.Y., Shaikh, Z. & Gazizova, F. (2020). Using the Concept of Game-Based Learning in Education. International Journal of Emerging Technologies in Learning (iJET), 15(14), 53-64. Kassel, Germany: International Journal of Emerging Technology in Learning. Retrieved February 10, 2023 from https://www.learntechlib.org/p/217589/.
  58. Loh, C. S., Sheng, Y., Ifenthaler, D. (eds.): Serious Games Analytics. Methodologies for Performance Measurement, Assessment, and Improvement. Springer International Publishing, Cham (2015). doi: 10.1007/978-3-319-05834-4
  59. Loperfido, F. F., Dipace, A., & Alessia, S. (2019). To play or not to play? A case study of teachers’ confidence and perception with regard to digital games at school. Italian Journal of Educational Technology, 121-138.
  60. Lu, Z., Chiu, M. M., Cui, Y., Mao, W., & Lei, H. (2022). Effects of game-based learning on students’ computational thinking: A meta-analysis. Journal of Educational Computing Research, 07356331221100740.
  61. Maraza Quispe, B., Alfaro Casas, L., Herrera Quispe, J., Ayesta Ramírez, Á., & Caytuiro Silva, N. (2018). The effects of video games in the development of significant learning in students in the area of mathematics.
  62. Mayer, R. E. (2019). Computer games in education. Annual review of psychology, 70, 531-549.
  63. McCall J. Teaching History with Digital Historical Games: An Introduction to the Field and Best Practices // Simulation & Gaming. 2016. Vol. 47, no. 4. P. 517–542.
  64. Meier, C., Saorín, J., Bonnet de León, A., & Guerrero Cobos, A. (2020). Using the Roblox Video Game Engine for Creating Virtual tours and Learning about the Sculptural Heritage. International Journal of Emerging Technologies in Learning (iJET), 15(20), σσ. 268-280. doi:10.3991/ijet.v15i20.16535
  65. Meier, C., Saorín, J., Bonnet de León, A., & Guerrero Cobos, A. (2020). Using the Roblox Video Game Engine for Creating Virtual tours and Learning about the Sculptural Heritage. International Journal of Emerging Technologies in Learning (iJET), 15(20), σσ. 268-280. doi:10.3991/ijet.v15i20.16535
  66. Mohanty, A., Alam, A., Sarkar, R., & Chaudhury, S. (2021). Design and Development of Digital Game-Based Learning Software for Incorporation into School Syllabus and Curriculum Transaction. Design Engineering, 4864-4900.
  67. Morozova, S. V. (2017). Methodical approaches to teaching computer science using the game method. Bulletin of the Moscow City Pedagogical University. Series: Informatics and informatization of education, (4 (42)), 100.
  68. Oripova, D. F., Alieva, M. H., & Khamroeva, W. L. (2022). Use of advanced pedagogical technologies in teaching natural sciences. In education, education and training according to gef: current issues, achievements and innovations (pp. 43-45).
  69. Otreshchenko I. V. Using a business game as a teaching method at a university // Actual problems of aviation and cosmonautics. 2017. V. 3. S. 850–852.
  70. Pappa, D., & Papadopoulos, H. (2019). A use case of the application of advanced gaming and immersion technologies for professional training: the GAMEPHARM training environment for physiotherapists. Electronic Journal of e-Learning, 17(2), pp157-170.
  71. Park, S. H. S. (2022). Gamification and Game Based Learning in Online Education. Technology and the Curriculum: Summer 2022.
  72. Pavlova, O. V. (2013). Game approach to informal education. World of science, culture, education, (2 (39)), 108-111.
  73. Pivec, M., Dziabenko, O., & Schinnerl, I. (2003, July). Aspects of game-based learning. In 3rd International Conference on Knowledge Management, Graz, Austria (Vol. 304).
  74. Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational psychologist, 50(4), 258-283.
  75. Platz, L. (2022). Learning with serious games in economics education a systematic review of the effectiveness of game-based learning in upper secondary and higher education. International Journal of Educational Research, 115, 102031.
  76. Plecher, D. A., Herber, F., Eichhorn, C., Pongratz, A., Tanson, G., & Klinker, G. (2020). HieroQuest-a serious game for learning Egyptian hieroglyphs. Journal on Computing and Cultural Heritage (JOCCH), 13(4), 1-20.
  77. Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in human behavior, 63, 50-58.
  78. Riopel, M., Nenciovici, L., Potvin, P., Chastenay, P., Charland, P., Sarrasin, J. B., & Masson, S. (2019). Impact of serious games on science learning achievement compared with more conventional instruction: an overview and a meta-analysis. Studies in Science Education, 55(2), 169-214.
  79. Sailer, M., and Homner, L. (2019). The Gamification of Learning: a Meta-Analysis. Educ. Psychol. Rev. 32, 77–112. doi:10.1007/s10648-019-09498-w
  80. Serna-Gallén, P., Fortuño-Morte, M., Beltrán-Mir, H., & Cordoncillo, E. (2022). “MasterChemist”: A Novel Strategy for Reviewing Stoichiometry and Introducing Molecular Gastronomy to Chemistry Students. Journal of Chemical Education, 99(10), 3443-3451.
  81. Shatilova, A. A. (2020). Game technologies in teaching English to adults: opportunities and limitations. Gaudeamus, 19(2(44)), 59-68.
  82. Silva, R., Rodrigues, R., & Leal, C. (2019). Play it again: how game-based learning improves flow in Accounting and Marketing education. Accounting Education, 28(5), 484-507.
  83. Sousa, C., Luz, F., Fonseca, M. M., Neves, P., Lopes, P., Maratou, V., ... & Rye, S. (2022). An Accessible and Inclusive Future for Tabletop Games and Learning: Paradigms and Approaches. In ICERI2022 Proceedings (pp. 8397-8406). IATED.
  84. Tang, J. T. (2020). Comparative study of game-based learning on preschoolers’ English vocabulary acquisition in Taiwan. Interactive Learning Environments, 1-16.
  85. Thomas Hainey, Thomas M. Connolly, Elizabeth A. Boyle, Amanda Wilson, Aisya Razak (2016) A systematic literature review of games-based learning empirical evidence in primary education, Computers & Education, Volume 102, Pages 202-223, ISSN 0360-1315, https://doi.org/10.1016/j.compedu.2016.09.001.
  86. Thompson, C. G., & von Gillern, S. (2020). Video-game based instruction for vocabulary acquisition with English language learners: A Bayesian meta-analysis. Educational Research Review, 30, 100332.
  87. Tokarieva, A. V., Volkova, N. P., Harkusha, I. V., & Soloviev, V. N. (2019). Educational digital games: models and implementation. Educational Dimension. 2019. Issue 1 (53). P. 5–26
  88. Van der Heijden, B. I. J. M., Burgers, M. J., Kaan, A. M., Lamberts, B. F., Migchelbrink, K., Van den Ouweland, R. C. P. M., & Meijer, T. (2020). Gamification in Dutch Businesses: An Explorative Case Study. SAGE Open, 10(4). https://doi.org/10.1177/2158244020972371
  89. Vu, P., & Fye, M. A. (2020). Achievement Unlocked?: Understanding Perceptions, Challenges, and Implications of GBL in Classrooms. In Global perspectives on gameful and playful teaching and learning (pp. 276-286). IGI Global.
  90. Wang, J. (2019). Classroom intervention for integrating simulation games into language classrooms: An exploratory study with the SIMS 4. CALL-EJ, 20(2), 101-127.
  91. Werbach, K., & Hunter, D. (2020). For the win, revised and updated edition: The power of gamification and game thinking in business, education, government, and social impact. University of Pennsylvania Press.
  92. White, J. (2020, September). Gender Differences in GBL: The Japanese Higher Education Context. In European Conference on Games Based Learning (pp. 758-XX). Academic Conferences International Limited.
  93. Wu, W. H., Hsiao, H. C., Wu, P. L., Lin, C. H., & Huang, S. H. (2012). Investigating the learning‐theory foundations of game‐based learning: a meta‐analysis. Journal of Computer Assisted Learning, 28(3), 265-279.
  94. Yachin, T., & Barak, M. (2019, May). Promoting healthy nutrition through educational escape games. In InSITE 2019: Informing Science+ IT Education Conferences: Jerusalem (pp. 217-226).
  95. Yunus, E., & Zaibon, S. B. (2021). Connecting Computational Thinking (CT) Concept with the Game-Based Learning (GBL) Elements. International Journal of Interactive Mobile Technologies, 16(20).
  96. Zakaria, N. Y. K., Yunus, M. M., Hashim, H., Nordin, N. M., Norman, H., & Adnan, N. H. (2021). Game-Based Learning (GBL) For Academic Writing: An Insight from ESL Pre-Service Teachers.
  97. Zhang, L., & Nouri, J. (2019). A systematic review of learning computational thinking through Scratch in K-9. Computers & Education, 141, 103607.
  98. Chakravarti, S. (2020). Role of Teachers In IR4.0,# Gbl And Beyond In UAE. International Journal of Management (IJM), 11(9).
  99. Noroozi, O., McAlister, S., & Mulder, M. (2016). Impacts of a Digital Dialogue Game and Epistemic Beliefs on Argumentative Discourse and Willingness to Argue. The International Review of Research in Open and Distributed Learning, 17(3). https://doi.org/10.19173/irrodl.v17i3.2297
  100. Noroozi, O. (2018) Considering students’ epistemic beliefs to facilitate their argumentative discourse and attitudinal change with a digital dialogue game, Innovations in Education and Teaching International, 55:3, 357-365, https://doi.org/10.1080/14703297.2016.1208112
  101. Dehghanzadeh, H., Fardanesh, H., Hatami, J., Talaee E., & Noroozi, O. (2021) Using gamification to support learning English as a second language: a systematic review, Computer Assisted Language Learning, 34(7), 934-957, https://doi.org/10.1080/09588221.2019.1648298
  102. Deterding, S., Dixon, D. A., Khaled, R., & Nacke, L. E. (2011). From game design elements to gamefulness. https://doi.org/10.1145/2181037.2181040
  103. Raftopoulos, M. (2014). Towards gamification transparency: A conceptual framework for the development of responsible gamified enterprise systems. Journal of Gaming & Virtual Worlds, 6(2), 159–178. https://doi.org/10.1386/jgvw.6.2.159_1
  104. Sakamoto, M., Nakajima, T., & Alexandrova, T. (2012). Value-Based Design for Gamifying Daily Activities. In Lecture Notes in Computer Science (pp. 421–424). Springer Science+Business Media. https://doi.org/10.1007/978-3-642-33542-6_43
  105. Burke, B. (2014). Gamify: How Gamification Motivates People to Do Extraordinary Things. https://openlibrary.org/books/OL27161941M/Gamify (Retrieved on 18 October 2023).
  106. Ruhi, U. (2015). Level Up Your Strategy: Towards a Descriptive Framework for Meaningful Enterprise Gamification. Technology Innovation Management Review, 5(8), 5–16. https://doi.org/10.22215/timreview/918
  107. Versteeg, M. (2013). Ethics & Gamification design: a moral framework for taking responsibility. https://dspace.library.uu.nl/handle/1874/281831 (Retrieved on 19 October 2023).
  108. Wongso, O., Rosmansyah, Y., & Bandung, Y. (2014). Gamification framework model, based on social engagement in e-learning 2.0. https://doi.org/10.1109/time-e.2014.7011583 (Retrieved on 19 October 2023).
  109. Salen, K., & Zimmerman, E. I. (2003). Rules of Play: Game Design Fundamentals. http://ci.nii.ac.jp/ncid/BA63865022 (Retrieved on 19 October 2023).
  110. Hunicke R., LeBlanc M. & Zubek R. (2004). MDA: A formal approach to game design and game research. AAAI Workshop on Challenges in Game.
  111. Marczewsky A. (2014). Gamification design vs game design http://www.gamified.uk/2014/03/25/gamification-design-vs-game-design/ (Retrieved on 19 October 2023).
LICENSE
Creative Commons License