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- Alaagib, N. A., Musa, O. A., & Saeed, A. M. (2019). Comparison of the effectiveness of lectures based on problems and traditional lectures in physiology teaching in Sudan. BMC medical education, 19(1), 365. https://doi.org/10.1186/s12909-019-1799-0
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- Balliu, V. (2017). Modern Teaching Versus Traditional Teaching-Albanian Teachers Between Challenges and Choices. European Journal of Multidisciplinary Studies, 2(4), 20-26. https://doi.org/10.26417/ejms.v4i4.p20-26
- Boateng-Nimoh, V., & Nantwi, W. K. (2020). Modification of Ghanaian traditional abatoÉ” game to improve the quality of basic education. Research Journal in Advanced Humanities, 1(4). https://www.royalliteglobal.com/advanced -humanities/article/view/266
- Boeker, M., Andel, P., Vach, W., & Frankenschmidt, A. (2013). Game-based e- learning is more effective than a conventional instructional method: a randomized controlled trial with third-year medical students. PloS one, 8(12), e82328. https://doi.org/10.1371/journal.pone.00823 28
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- Chang, C. Y., Kao, C. H., Hwang, G. J., & Lin, F. H. (2020). From experiencing to critical thinking: A contextual game-based learning approach to improving nursing students' performance in electrocardiogram training. Educational Technology Research and Development, 68(3), 1225-1245. https://doi.org/10.1007/s11423-019-09723-x
- Chang, W. L., & Yeh, Y. C. (2021). A blended design of game-based learning for motivation, knowledge sharing and critical thinking enhancement. Technology, Pedagogy and Education, 30(2), 271-285. https://doi.org/10.1080/1475939x.2021.188 5482
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- Haruna, H., Hu, X., Chu, S. K. W., Mellecker, R. R., Gabriel, G., & Ndekao, P. S. (2018). Improving sexual health education programs for adolescent students through game-based learning and gamification. International journal of environmental research and public health, 15(9), 2027. https://doi.org/10.3390/ijerph15092027
- Holbrey, C. E. (2020). Kahoot! Using a game- based approach to blended learning to support effective learning environments and student engagement in traditional lecture theatres. Technology, Pedagogy and Education, 29(2), 191-202. https://doi.org/10.1080/1475939X.2020.173 7568
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- Proske, A., Roscoe, R. D., & McNamara, D. S. (2014). Game-based practice versus traditional practice in computer-based writing strategy training: effects on motivation and achievement. Educational Technology Research and Development, 62(5), 481-505. https://doi.org/10.1007/s11423-014-9349-2
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- Balliu, V. (2017). Modern Teaching Versus Traditional Teaching-Albanian Teachers Between Challenges and Choices. European Journal of Multidisciplinary Studies, 2(4), 20-26. https://doi.org/10.26417/ejms.v4i4.p20-26
- Boateng-Nimoh, V., & Nantwi, W. K. (2020). Modification of Ghanaian traditional abatoÉ” game to improve the quality of basic education. Research Journal in Advanced Humanities, 1(4). https://www.royalliteglobal.com/advanced -humanities/article/view/266
- Boeker, M., Andel, P., Vach, W., & Frankenschmidt, A. (2013). Game-based e- learning is more effective than a conventional instructional method: a randomized controlled trial with third-year medical students. PloS one, 8(12), e82328. https://doi.org/10.1371/journal.pone.00823 28
- Bohari, L. (2020). Improving speaking skills through small group discussion at eleventh grade students of SMA Plus Munirul Arifin NW Praya. JOLLT Journal of Languages and Language Teaching, 7(1), 68-81. https://doi.org/10.33394/jollt.v7i1.1441
- Brumels, K. A., Blasius, T., Cortright, T., Oumedian, D., & Solberg, B. (2008). Comparison of efficacy between traditional and video game based balance programs. Clinical Kinesiology 62(4), 26-31. https://www.proquest.com/openview/5a8e 5af88bde91c8d9098d9f259cc36e/1?pq- origsite=gscholar
- Burguillo, J. C. (2010). Using game theory and competition-based learning to stimulate student motivation and performance. Computers & Education, 55(2), 566-575. https://doi.org/10.1016/j.compedu.2010.02. 018
- Byun, J., & Loh, C. S. (2015). Audial engagement: Effects of game sound on learner engagement in digital game-based learning environments. Computers in Human Behavior, 46, 129-138. https://doi.org/10.1016/j.chb.2014.12.052
- Chang, C. Y., Kao, C. H., Hwang, G. J., & Lin, F. H. (2020). From experiencing to critical thinking: A contextual game-based learning approach to improving nursing students' performance in electrocardiogram training. Educational Technology Research and Development, 68(3), 1225-1245. https://doi.org/10.1007/s11423-019-09723-x
- Chang, W. L., & Yeh, Y. C. (2021). A blended design of game-based learning for motivation, knowledge sharing and critical thinking enhancement. Technology, Pedagogy and Education, 30(2), 271-285. https://doi.org/10.1080/1475939x.2021.188 5482
- Chen, S. Y., & Lin, Y. S. (2019, September). A Virtual Reality Game-Based Library Navigation Learning System for Improving Learning Achievement in Popular Science Education. In International Cognitive Cities Conference (pp. 174-182). Springer, Singapore. https://link.springer.com/chapter/10.1007/9 78-981-15-6113-9_19
- Chen, Y. C., Lu, Y. L., & Lien, C. J. (2019). Learning environments with different levels of technological engagement: a comparison of game-based, video-based, and traditional instruction on students' learning. Interactive Learning Environments, 29(8), 1363-1379. https://doi.org/10.1080/10494820.2019.162 8781
- Dehghanzadeh, S., & Jafaraghaee, F. (2018). Comparing the effects of traditional lecture and flipped classroom on nursing students' critical thinking disposition: A quasi- experimental study. Nurse Education Today, 71, 151-156. https://doi.org/10.1016/j.nedt.2018.09.027
- Dortaj, F. (2014). Comparing the effects of game-based and traditional teaching methods on students ‘learning motivation and math progress. https://www.sid.ir/en/journal/ViewPaper.as px?ID=489925
- Dufva, T., & Dufva, M. (2016). Metaphors of code-Structuring and broadening the discussion on teaching children to code. Thinking Skills and Creativity, 22, 97- 110. https://doi.org/10.1016/j.tsc.2016.09.004
- Ghari, B. A., Mohammadzadeh, H., & Dehghanizade, J. (2021). A Comparison of Game-Based and Traditional Instructional Approaches: A Study of Physical Activity, Self-Determined Motivation and Enjoyment. Journal of Motor Learning and Movement, 13(1), 109-127. https://dx.doi.org/10.22059/jmlm.2021.313 683.1546
- Glasser, W. (1999). Choice theory: A new psychology of personal freedom. Harper Perennial. https://psycnet.apa.org/record/1999-02074- 000
- Hafeez, M., Kazmi, Q. A., Tahira, F., Hussain, M. Z., Ahmad, S., Yasmeen, A., & Saqi, M. I. (2020). Impact of School Enrolment Size on Student's Achievements. Indonesian Journal of Basic Education, 3(1), 17-21. https://doi.org/10.37728/ijobe.v3i1.302
- Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in human behavior, 54, 170-179. https://doi.org/10.1016/j.chb.2015.07.045
- Haruna, H., Hu, X., Chu, S. K. W., Mellecker, R. R., Gabriel, G., & Ndekao, P. S. (2018). Improving sexual health education programs for adolescent students through game-based learning and gamification. International journal of environmental research and public health, 15(9), 2027. https://doi.org/10.3390/ijerph15092027
- Holbrey, C. E. (2020). Kahoot! Using a game- based approach to blended learning to support effective learning environments and student engagement in traditional lecture theatres. Technology, Pedagogy and Education, 29(2), 191-202. https://doi.org/10.1080/1475939X.2020.173 7568
- Hsu, S. H., Wu, P. H., Huang, T. C., Jeng, Y. L., & Huang, Y. M. (2008, November). From traditional to digital: Factors to integrate traditional game-based learning into digital game-based learning environment. In 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning (pp. 83-89). IEEE. https://doi.org/10.1109/DIGITEL.2008.24
- Iliadou, P., Paliokas, I., Zygouris, S., Lazarou, E., Votis, K., Tzovaras, D., & Tsolaki, M. (2021). A Comparison of Traditional and Serious Game-Based Digital Markers of Cognition in Older Adults with Mild Cognitive Impairment and Healthy Controls. Journal of Alzheimer's disease, 79(4), 1747-1759. https://content.iospress.com/articles/journ al-of-alzheimers-disease/jad201300
- Kikot, T., Costa, G., Fernandes, S., & Ãguas, P. (2014). Why user-centered game-based learning in higher education? The case of cesim simbrand. Journal of Spatial and Organizational Dynamics, 2(3), 229-241. http://hdl.handle.net/11144/465
- Kliem, A., & Wiemeyer, J. (2010). Comparison of a traditional and a video game based balance training program. International Journal of Computer Science in Sport, 9(2), 80-91. http://www.iacss.org/
- Liao, Y. K. (2010, March). Game-based learning vs. traditional instruction: A meta-analysis of thirty-eight studies from Taiwan. In Society for Information Technology & Teacher Education International Conference (pp. 1491-1498). Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/primary/p/33 570/
- Lo, C. K., & Hew, K. F. (2020). A comparison of flipped learning with gamification, traditional learning, and online independent Study: the effects on students' mathematics achievement and cognitive engagement. Interactive Learning Environments, 28(4), 464-481. https://doi.org/10.1080/10494820.2018.154 1910
- Lo, S., Abaker, A. S. S., Quondamatteo, F., Clancy, J., Rea, P., Marriott, M., & Chapman, P. (2020). Use of a virtual 3D anterolateral thigh model in medical education: Augmentation and not replacement of traditional teaching? Journal of Plastic, Reconstructive & Aesthetic Surgery, 73(2), 269-275. https://doi.org/10.1016/j.bjps.2019.09.034
- Lorenzo-Alvarez, R., Rudolphi-Solero, T., Ruiz- Gomez, M. J., & Sendra-Portero, F. (2020). Game-Based Learning in virtual worlds: A multiuser online game for medical undergraduate radiology education within second life. Anatomical sciences education, 13(5), 602-617. https://doi.org/10.1002/ase.1927
- Maqbool, S., Ismail, S. A. M. B. M., Maqbool, S., & Hassan, S. U. (2018). Effects of Traditional Lecture Method and Multi- Sensory Approach on ELT Learners at Graduate Level. International Journal of Academic Research in Progressive Education and Development, 7(4), 488-505
- Molbaek, M. (2018). Inclusive teaching strategies-dimensions and agendas. International Journal of Inclusive Education, 22(10), 1048-1061. https://doi.org/10.1080/13603116.2017.141 4578
- Moradian, M. J., & Nazdik, Z. M. (2019). Game versus lecture-based learning in disaster risk education; an experience on Shiraz high school students. Bulletin of Emergency & Trauma, 7(2), 112. https://dx.doi.org/10.29252/beat- 070204
- Moylan, G., Burgess, A. W., Figley, C., & Bernstein, M. (2015). Motivating game- based learning efforts in higher education. International Journal of Distance Education Technologies (IJDET), 13(2), 54- 72. https://www.igi- global.com/article/motivating-game-based- learning-efforts-in-higher- education/128427
- Nazarova, M., & Galiullina, E. (2016). Game- based learning in teaching English. Journal of Organizational Culture, Communications and Conflict, 20, 8-12. https://www.proquest.com/openview/0776 f150d71ad6780a2d21328fb9aefb/1?pq- origsite=gscholar
- PalasÃ, M. N. (2020). Introducing game-based and traditional learning in secondary education. http://hdl.handle.net/10234/190313
- Plass, J. L., Mayer, R. E., & Homer, B. D. (Eds.). (2020). Handbook of game-based learning. MIT Press.
- Prensky, M. (2003). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 21-21. https://doi.org/10.1145/950566.950596
- Proske, A., Roscoe, R. D., & McNamara, D. S. (2014). Game-based practice versus traditional practice in computer-based writing strategy training: effects on motivation and achievement. Educational Technology Research and Development, 62(5), 481-505. https://doi.org/10.1007/s11423-014-9349-2
- Purwaningrum, S. W., Saurina, N., & Adisusilo, A. K. (2017). Systematic Review to Compare Serious Game and Traditional Learning to Engage Children do Clean and Healthy Lifestyle. International Journal of Engineering Research and Application, 7(4), 18-26. http://www.ijera.com/
- Richards, K. A. R., & Graber, K. C. (2019). Retention in PETE: Survey results and discussion. Journal of Teaching in Physical Education, 38(1), 53-60. https://doi.org/10.1123/jtpe.2018-0211
- Romero, M., & Kalmpourtzis, G. (2020). Constructive Alignment in Game Design for Learning Activities in Higher Education. Information, 11(3), 126. https://doi.org/10.3390/info11030126
- Rondon, S., Sassi, F. C., & de Andrade, C. R. F. (2013). Computer game-based and traditional learning method: a comparison regarding students' knowledge retention. BMC medical education, 13(1), 1-8.
- Segovia, Y., & Gutiérrez, D. (2020). Effect of a game-based high intensity interval training program on body composition in primary education: comparison of the Sport Education model and traditional methodology. Journal of Physical Education and Sport, 20(2), 791-799. DOI:10.7752/jpes.2020.02113
- Senthamarai, S. (2018). Interactive teaching strategies. Journal of Applied and Advanced Research, 3(1), S36-S38
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Cite this article
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APA : Yasir, G. M., Shaheen, A., & Hafeez, M. (2021). A Systematic Review on Digital Game-Based Versus Traditional Learning Approaches. Global Social Sciences Review, VI(IV), 124-135. https://doi.org/10.31703/gssr.2021(VI-IV).12
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CHICAGO : Yasir, Ghulam Mujtaba, Ajaz Shaheen, and Muhammad Hafeez. 2021. "A Systematic Review on Digital Game-Based Versus Traditional Learning Approaches." Global Social Sciences Review, VI (IV): 124-135 doi: 10.31703/gssr.2021(VI-IV).12
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HARVARD : YASIR, G. M., SHAHEEN, A. & HAFEEZ, M. 2021. A Systematic Review on Digital Game-Based Versus Traditional Learning Approaches. Global Social Sciences Review, VI, 124-135.
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MHRA : Yasir, Ghulam Mujtaba, Ajaz Shaheen, and Muhammad Hafeez. 2021. "A Systematic Review on Digital Game-Based Versus Traditional Learning Approaches." Global Social Sciences Review, VI: 124-135
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MLA : Yasir, Ghulam Mujtaba, Ajaz Shaheen, and Muhammad Hafeez. "A Systematic Review on Digital Game-Based Versus Traditional Learning Approaches." Global Social Sciences Review, VI.IV (2021): 124-135 Print.
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OXFORD : Yasir, Ghulam Mujtaba, Shaheen, Ajaz, and Hafeez, Muhammad (2021), "A Systematic Review on Digital Game-Based Versus Traditional Learning Approaches", Global Social Sciences Review, VI (IV), 124-135
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TURABIAN : Yasir, Ghulam Mujtaba, Ajaz Shaheen, and Muhammad Hafeez. "A Systematic Review on Digital Game-Based Versus Traditional Learning Approaches." Global Social Sciences Review VI, no. IV (2021): 124-135. https://doi.org/10.31703/gssr.2021(VI-IV).12