Learn biology using digital game-based learning: A systematic literature review

Risya Pramana Situmorang, Hadi Suwono, M. Munzil, Hendra Susanto, Chun-Yen Chang, Shan-Yu Liu
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Abstract

The implementation of digital games in biology education has steadily increased over the past decade. The utilization of simulation-based learning tools, such as digital games, is anticipated to be further enhanced due to the increasing shift toward virtual learning. This review aims to explore the existing scientific evidence and analyze the effectiveness of incorporating digital games as a learning tool in biology education. The research methodology was a systematic literature review of existing digital game-based learning (DGBL) in biology education. The term “digital game-based learning and education” was utilized in the search interface of the Scopus database, identifying 1,241 articles. However, only 56 articles adhered to the stipulated criteria for subsequent analysis. Preferred reporting items for systematic reviews and meta-analyses framework was employed for the process of inclusion and exclusion. A discernible trend of escalating publications has been observed over the past decade. The review findings indicate that DGBL has expanded widely, encompassing all levels of education, from elementary to higher education, and has even been applied in professional education. Researchers primarily utilize quantitative research methods, although qualitative methods are employed. This research found that the complexity of DGBL research requires interdisciplinary collaboration involving science, biomedical, education, and technology experts. In terms of content, DGBL has been used to teach students about basic biology and practical applications of biology, such as biomedical science. Genetics, environment, and healthcare emerged as the most frequently addressed subjects taught using DGBL. Trends in DGBL technology usage include various platforms like computer-based, internet-based, and mobile-based, with elements of gaming and social interaction that align with the demands of 21st century skills. DGBL integrates with several constructivist learning approaches like experiential learning, problem-based, inquiry-based, and inquiry-lab. Research showed that DGBL encourages development of 21st century skills in simulated settings and real-life situations.
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利用数字游戏学习生物:系统性文献综述
在过去十年中,生物教育中数字游戏的应用稳步增长。由于人们越来越倾向于虚拟学习,预计数字游戏等模拟学习工具的利用率将进一步提高。本综述旨在探索现有的科学证据,分析将数字游戏作为生物教育学习工具的有效性。研究方法是对生物教育中现有的基于数字游戏的学习(DGBL)进行系统的文献综述。在 Scopus 数据库的搜索界面中使用了 "基于数字游戏的学习和教育 "这一术语,共搜索到 1,241 篇文章。然而,只有 56 篇文章符合后续分析的规定标准。在纳入和排除过程中,采用了系统综述和荟萃分析的首选报告项目框架。在过去十年中,研究论文呈明显的上升趋势。综述结果表明,DGBL 已广泛扩展,涵盖了从初等教育到高等教育的各级教育,甚至已应用于专业教育。研究人员主要采用定量研究方法,但也有采用定性方法的。本研究发现,DGBL 研究的复杂性需要科学、生物医学、教育和技术专家的跨学科合作。在内容方面,DGBL 已被用于向学生传授基础生物学知识和生物学的实际应用,如生物医学科学。遗传学、环境和医疗保健是最常使用 DGBL 教学的科目。DGBL 技术的使用趋势包括各种平台,如基于计算机、基于互联网和基于移动设备的平台,以及符合 21 世纪技能要求的游戏和社交互动元素。DGBL 融合了多种建构主义学习方法,如体验式学习、基于问题的学习、基于探究的学习和探究实验室学习。研究表明,DGBL 鼓励在模拟环境和真实情境中发展 21 世纪技能。
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来源期刊
CiteScore
4.30
自引率
0.00%
发文量
128
期刊介绍: EURASIA Journal of Mathematics, Science and Technology Education is peer-reviewed and published 12 times in a year. The Journal is an Open Access Journal. The Journal strictly adheres to the principles of the peer review process. The EJMSTE Journal publishes original articles in the following areas: -Mathematics Education: Algebra Education, Geometry Education, Math Education, Statistics Education. -Science Education: Astronomy Education, Biology Education, Chemistry Education, Geographical and Environmental Education, Geoscience Education, Physics Education, Sustainability Education. -Engineering Education -STEM Education -Technology Education: Human Computer Interactions, Knowledge Management, Learning Management Systems, Distance Education, E-Learning, Blended Learning, ICT/Moodle in Education, Web 2.0 Tools for Education
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