Malaysian Journal of Social Sciences and Humanities (MJSSH),
Journal Year:
2023,
Volume and Issue:
8(10), P. e002542 - e002542
Published: Oct. 28, 2023
Guru
merupakan
agen
pelaksana
Pendidikan
Abad
Ke-21
yang
cukup
penting
bagi
memastikan
pembelajaran
aktif
berpusatkan
murid
secara
menyeronokkan
dapat
diwujudkan.
Oleh
hal
demikian,
sebuah
tinjauan
literatur
bersistematik
untuk
meninjau
perspektif
guru
terhadap
penggunaan
kaedah
berasaskan
permainan
bermula
pada
tahun
2019
hingga
2023
dilakukan.
Metodologi
digunakan
kajian
ini
adalah
dengan
menggunakan
sistematik
PRISMA
(Preferred
Reporting
Items
for
Systematic
Review
and
Meta-Analyses).
Setelah
dibuat
analisis
dan
sintesis,
kami
mendapati
sebanyak
8
artikel
diterima
dalam
berdasarkan
kriteria
penerimaan
penolakan.
Sumber
kesemua
terpilih
daripada
pangkalan
data
seperti
ProQuest,
IGI
Global,
Taylor
Francis,
Science
Direct
Scopus.
Kebanyakan
berbentuk
kuantiatif.
Selebihnya
pula
kualitatif
campuran
melalui
tema
kelebihan
motivasi
kesukaran
pandangan
negatif.
Cadangan
turut
dinyatakan
agar
terus
PBP
bilik
darjah.
Kaedah
mendapat
positifi
boleh
dijadikan
sebagai
strategi
alternatif
membantu
proses
pengajaran
pembelajaran,
malah
menggalakkan
mereka
melaksanakan
inovasi
pendidikan.
International Journal of Online Pedagogy and Course Design,
Journal Year:
2025,
Volume and Issue:
15(1), P. 1 - 15
Published: Jan. 23, 2025
This
study
aimed
to
develop
and
validate
a
Board
Games
Attitude
Scale
for
primary
school
teachers
(hereinafter,
BGAS-PT)
assess
their
perspectives
on
using
board
games
in
educational
settings.
had
already
been
integrated
into
Taiwan's
senior
high
disaster
prevention
curriculum.
However,
adoption
classrooms
remained
limited,
largely
due
varying
teacher
perceptions
concerning
curriculum
alignment
pedagogical
value.
The
methodology
involved
validating
items
from
previous
scales
fit
the
context
of
education.
Findings
indicated
that
generally
recognized
significant
cognitive
benefits
games,
particularly
enhancing
teaching
strategies
classroom
dynamics.
Teachers
who
actively
incorporated
reported
higher
levels
positive
engagement
perceived
benefits.
Moreover,
early-career
showed
greater
openness
integrating
suggesting
newer
educators
were
more
inclined
adopt
innovative
tools.
Cureus,
Journal Year:
2025,
Volume and Issue:
unknown
Published: Feb. 23, 2025
The
accelerated
digitalization
of
secondary
education
following
the
COVID-19
pandemic
has
fundamentally
altered
nature
learner
engagement
and
participation
with
various
knowledge
resources.
From
digital
lessons
to
gamification
integrated
smart
technologies
capable
supporting
specific
needs,
opportunity
for
inclusion
universal
accessibility
is
unprecedented.
This
study
represents
an
important
extension
prior
research
in
this
field,
combining
multiple
empirical
studies
regarding
technologies,
effects,
quality
life
(QoL)
into
a
blueprint
future
educational
applications.
Through
systematic
literature
review
(SLR),
from
databases
using
methods
have
been
identified
thematically
compared.
findings
reveal
that
while
potential
revolutionize
inclusive
education,
gaps
persist,
particularly
students
special
leading
disparities
learning
opportunities
outcomes.
Such
stem
insufficiently
adaptive
inadequate
teacher
training,
limited
resource
allocation
underserved
communities.
By
targeting
bottom-up,
participative
design
approach
technological
identification
integration,
broader
range
student
needs
can
be
accommodated,
ensured
larger
percentage
population.
recommends
improving
outcomes
all
students,
especially
those
by
prioritizing
development
adaptable,
continuous
utility
assessments.
synthesizes
evaluate
impact
on
adolescent
life,
providing
framework
assessing
integration
education.
Review of Education,
Journal Year:
2025,
Volume and Issue:
13(1)
Published: March 11, 2025
Abstract
Digital
game‐based
learning
(DGBL)
has
emerged
as
a
significant
research
topic
in
recent
times,
particularly
the
context
of
K‐12
education.
While
numerous
systematic
literature
reviews
have
focused
on
students
participants,
there
is
notable
gap
that
concentrate
educators
who
adopt
DGBL
their
classrooms.
This
study
aims
to
fill
this
by
synthesising
findings
from
studies
between
2000
and
2023
focus
instead
students.
Utilising
PRISMA
2020
process,
43
articles
meeting
specified
inclusion
exclusion
criteria
were
reviewed,
coded,
analysed
identify
trends
four
domains:
(1)
distribution
demographics
studies,
(2)
aspects
(3)
participants'
views
DGBL,
(4)
training
strategies
resources.
The
analysis
revealed
common
themes
educators'
perspectives
highlighting
need
for
structured
programmes
educators.
From
these
insights,
article
proposes
model
programme
equips
effectively
utilise
DGBL.
contributes
significantly
field
shifting
educators,
play
crucial
role
successful
integration
digital
games
process.
Jurnal Elementaria Edukasia,
Journal Year:
2024,
Volume and Issue:
7(1), P. 2262 - 2275
Published: March 31, 2024
The
purpose
of
this
research
is
to
analyze
the
media
needs
children's
literature
fairy
tales
in
grade
III
at
SD
N
1
Tuko,
Grobogan
Regency.
This
used
mixed
methods
with
a
sequential
exploratory
model.
subjects
were
third
teacher
and
five
students
purposive
sampling
technique
for
qualitative
data
25
Tuko
quantitative
data.
instrument
interviews
find
out
problems
experienced
then
analyzed
by
triangulating
questionnaire
was
using
descriptive
statistics.
results
showed
that
teachers
LKS
picture
books
as
source
reading
tales.
Teachers
have
not
innovated
digital
integrated
local
wisdom
so
are
less
interested
media.
From
study
it
can
be
concluded
classroom
need
innovative
sources
dogeng
improve
literacy
quality,
namely
understand
content
reading.
Journal of Computer Assisted Learning,
Journal Year:
2024,
Volume and Issue:
40(5), P. 2190 - 2207
Published: May 28, 2024
Abstract
Background
The
most
recent
Norwegian
educational
reform,
in
force
from
2020,
was
the
first
to
include
games
alongside
more
traditional
language
learning
resources
(e.g.,
novels,
films,
music)
English
curriculum
for
secondary
school.
This
emphasis
on
provided
a
unique
opportunity
examine
how
are
actually
used
instruction
combination
with
other
resources.
Objectives
aim
of
this
study
investigate
digital
commercial
game
Land
is
My
printed
novel
naturally
occurring
two
lower
classes
during
two‐week
project
labelled
‘The
Native
American
Experience’.
Methods
Participants
involved
one
teacher,
nine
student
teachers
and
52
students
(aged
13–14).
Using
mixed
methods
design,
we
integrated
quantitative
qualitative
analyses
classroom
video
recordings
(
N
=
20),
screen
gameplay
32),
texts
32)
retrospective
interviews
7).
We
validated
Protocol
Language
Arts
Teaching
Observation
(PLATO;
Grossman,
2015)
reflexive
thematic
analysis
(Braun
&
Clarke,
2022)
interviews.
Results
Conclusions
dual
perspective
experience.
While
window
observing
topic
historically,
playground
experience
interactively.
Although
offered
different
perspectives
experience,
identified
missed
opportunities
those
who
gamed
before
reading,
whereas
read
their
knowledge
when
they
engaged
content.
In
broader
context
technology
instruction,
combine
literacies
that
acknowledge
students'
prior
diverse
literacies.
Revista Social Fronteriza,
Journal Year:
2024,
Volume and Issue:
4(3)
Published: June 19, 2024
La
integración
de
las
TIC
ha
facilitado
el
desarrollo
numerosas
tareas
y
procesos,
convirtiéndose
así
en
un
elemento
indispensable
la
sociedad
actual.
En
educación,
se
manifestaron
metodologías
enseñanza
innovadoras
alteraciones
proceso
enseñanza-aprendizaje.
El
currículo
inglés
del
Ministerio
Educación
ecuatoriano
(2016)
describe
necesidad
preparar
a
los
ecuatorianos
para
enfrentar
desafíos
mundo
globalizado.
gamificación
tiene
impacto
significativo
educación;
investigación
sobre
uso
diferentes
plataformas
aumentar
vocabulario
motivación
sigue
creciendo,
particularmente
América
Latina.
objetivo
general
es
analizar
juego
como
recurso
educativo
lengua
inglesa.
desarrolló
con
enfoque
cualitativo
método
descriptivo
porque
queríamos
conocer
realidad
tal
es.
Fue
bibliográfica
era
necesario
contar
fuentes
secundarias
alto
desarrollar
investigación.
Se
concluyó
que
este
efecto
estudiantes
durante
aprendizaje,
donde
ambiente
aprendizaje
hace
sientan
cómodos,
vuelve
divertido,
aumenta
interés
por
aprender,
facilita
comprensión
material
reduce
ansiedad
estudiantes.
IFAC-PapersOnLine,
Journal Year:
2024,
Volume and Issue:
58(3), P. 363 - 368
Published: Jan. 1, 2024
Educational
video
games
in
Cultural
Heritage
(CH)
represent
modern
and
relevant
digital
media
intended
to
educate
learners
on
the
knowledge,
preservation,
protection
of
CH.
Designers
educators
design
create
for
education
dedicated
CH
(intangible
tangible)
acquaint
with
multiple
aspects
respective
cultural
heritage's
history,
significance,
information.
At
same
time,
these
allow
perceive
this
information
acquire
knowledge
a
interactive
way
-
by
playing
educational
game
learning
integrated
didactic
content
specific
object.
This
paper
presents
conception
software
instrument
that
supports
assists
designers
(including
who
are
not
professionals
field
technologies)
designing
(CH).
The
is
based
applying
author's
Summary
Model
Design
process
(Summary
DELIS-CH)
using
Classification
Video
Games
Among
main
objectives
provide
facilitated
opportunity
an
assisted
supported
initiation
processes
CH,
as
well
recommendations
classification
serve
IT
specialists)
future
creating
can
use
and,
through
its
designed
functionalities,
generate
particular
custom-made
description
includes
In
addition,
model
essential
user
functionalities
their
description.