Hui Hii Bii, Mahmud Muhammad Sofwan
Faculty of Education, Universiti Kebangsaan Malaysia, Bangi, Selangor, Malaysia.
Front Psychol. 2023 Mar 28;14:1105806. doi: 10.3389/fpsyg.2023.1105806. eCollection 2023.
Game-based learning (GBL) is one of the modern trends in education in the 21st century. Numerous research studies have been carried out to investigate the influence of teaching on the students' academic attainment. It is crucial to integrate the cognitive and affective domains into teaching and learning strategies. This study aims to review journal articles from 2018 to 2022 concerning the influence of GBL in mathematics T&L on the students' cognitive and affective domains.
A research methodology based on PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) was used for the survey on the basis of the Scopus and Web of Science (WOS) databases wherein 773 articles relating to game-based learning (GBL) in mathematics were discovered. Based on the study topic, study design, study technique, and analysis, only 28 open-access articles were chosen for further evaluation. Two types of cognitive domain and five types of affective domain were identified as related to the implications of GBL on the students' T&L of mathematics.
The study results show that GBL has positively impacted students when they are learning mathematics. It is comprised of two types of cognitive domain (knowledge and mathematical skills) and five types of affective domain (achievement, attitude, motivation, interest, and engagement). The findings of this study are anticipated to encourage educators in the classrooms more effectively.
GBL in education is now one of the major learning trends of the 21st century. Since 2019, the number of studies relating to game-based learning has increased. There is an influence on the cognitive and affective domains due to T&L Mathematics utilizing a game-based learning (GBL) approach.
基于游戏的学习(GBL)是21世纪教育的现代趋势之一。已经开展了大量研究来调查教学对学生学业成绩的影响。将认知和情感领域融入教学策略至关重要。本研究旨在回顾2018年至2022年关于基于游戏的学习在数学教学与学习中对学生认知和情感领域影响的期刊文章。
基于PRISMA(系统评价和荟萃分析的首选报告项目)的研究方法用于基于Scopus和科学网(WOS)数据库的调查,在其中发现了773篇与数学中基于游戏的学习(GBL)相关的文章。基于研究主题、研究设计、研究技术和分析,仅选择了28篇开放获取文章进行进一步评估。确定了两种认知领域和五种情感领域与基于游戏的学习对学生数学教学与学习的影响相关。
研究结果表明,基于游戏的学习在学生学习数学时产生了积极影响。它由两种认知领域(知识和数学技能)和五种情感领域(成就、态度、动机、兴趣和参与度)组成。预计本研究结果将更有效地鼓励课堂上的教育工作者。
教育中的基于游戏的学习现在是21世纪的主要学习趋势之一。自2019年以来,与基于游戏的学习相关的研究数量有所增加。由于数学教学与学习采用基于游戏的学习(GBL)方法,对认知和情感领域有影响。