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A review of using digital game-based learning for preschoolers
In recent years, the use of digital game-based learning (DGBL) in the early childhood learning process has been growing. Recent research shows that DGBL has the potential to create new forms of childhood learning, it is not yet clear how applications can affect young students' learning. There a...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer Berlin Heidelberg
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9449305/ http://dx.doi.org/10.1007/s40692-022-00240-0 |
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author | Behnamnia, Najmeh Kamsin, Amirrudin Ismail, Maizatul Akmar Binti Hayati, Siavash A. |
author_facet | Behnamnia, Najmeh Kamsin, Amirrudin Ismail, Maizatul Akmar Binti Hayati, Siavash A. |
author_sort | Behnamnia, Najmeh |
collection | PubMed |
description | In recent years, the use of digital game-based learning (DGBL) in the early childhood learning process has been growing. Recent research shows that DGBL has the potential to create new forms of childhood learning, it is not yet clear how applications can affect young students' learning. There are also not sufficient studies to analyze the significant features of DGBL in this area in early childhood. Therefore, to better understand the impact on childhood DGBL education, this article reviews the systematic literature. This review analyzes 37 articles in this area. In this paper, PRISMA's principles analysis of studies on the characteristics of DGBL technology has been used. The classification focuses on four areas: the objectives of current studies, the impact of technology use on children's learning, learning theories, and assessment methods in DGBL applications. The results of this study show that the use of DGBL can have an active effect on strengthening thinking skills and learning in childhood. This article examines the evolution of this evolving technology, the challenges, and issues posed by DGBL, and discusses how it can be useful for younger students to learn and do more research. This study provides insight for researchers, game designers, and developers in the field of DGBL. |
format | Online Article Text |
id | pubmed-9449305 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Springer Berlin Heidelberg |
record_format | MEDLINE/PubMed |
spelling | pubmed-94493052022-09-07 A review of using digital game-based learning for preschoolers Behnamnia, Najmeh Kamsin, Amirrudin Ismail, Maizatul Akmar Binti Hayati, Siavash A. J. Comput. Educ. Article In recent years, the use of digital game-based learning (DGBL) in the early childhood learning process has been growing. Recent research shows that DGBL has the potential to create new forms of childhood learning, it is not yet clear how applications can affect young students' learning. There are also not sufficient studies to analyze the significant features of DGBL in this area in early childhood. Therefore, to better understand the impact on childhood DGBL education, this article reviews the systematic literature. This review analyzes 37 articles in this area. In this paper, PRISMA's principles analysis of studies on the characteristics of DGBL technology has been used. The classification focuses on four areas: the objectives of current studies, the impact of technology use on children's learning, learning theories, and assessment methods in DGBL applications. The results of this study show that the use of DGBL can have an active effect on strengthening thinking skills and learning in childhood. This article examines the evolution of this evolving technology, the challenges, and issues posed by DGBL, and discusses how it can be useful for younger students to learn and do more research. This study provides insight for researchers, game designers, and developers in the field of DGBL. Springer Berlin Heidelberg 2022-09-07 /pmc/articles/PMC9449305/ http://dx.doi.org/10.1007/s40692-022-00240-0 Text en © Beijing Normal University 2022, Springer Nature or its licensor holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic. |
spellingShingle | Article Behnamnia, Najmeh Kamsin, Amirrudin Ismail, Maizatul Akmar Binti Hayati, Siavash A. A review of using digital game-based learning for preschoolers |
title | A review of using digital game-based learning for preschoolers |
title_full | A review of using digital game-based learning for preschoolers |
title_fullStr | A review of using digital game-based learning for preschoolers |
title_full_unstemmed | A review of using digital game-based learning for preschoolers |
title_short | A review of using digital game-based learning for preschoolers |
title_sort | review of using digital game-based learning for preschoolers |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9449305/ http://dx.doi.org/10.1007/s40692-022-00240-0 |
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