Abstract
A digital game-based learning approach is a sophisticated method in which the student is dynamically involved in the learning. The traditional or old learning technique is fully replaced by this learning strategy. Several research studies have demonstrated that employing a game-based strategy boosts learning. The purpose of the current review study was to employ descriptive and statistical approaches to compare the learning outcomes of pupils who used a digital game-based learning approach to those who used traditional learning strategies. A total of 26 papers published between 2012 and 2021 were chosen based on the inclusion and exclusion criteria. The previous research' literature evaluation revealed that the digital game-based learning method has proved to be a very operative learning technique in a number of disciplines and learning situations. Learners are extremely engaged in the learning process while using a digital game-based learning technique.
Key Words
Effective, Engagement, Traditional Learning Strategy, Digital Game-Based Strategy
Introduction
Education is a basic human necessity as well as a critical component of a nation's development (Hafeez et al., 2020). The utmost significant problem in educational setup is the choice of appropriate and dynamic teaching tactics to assemble the educational process more successful and useful in terms of improving students' critical thinking abilities. (Senthamarai, 2018; Tavoosy & Jelveh, 2019). The instructor's captivating teaching method and the learners' dynamic participation in the teaching-learning process are two essential variables in developing critical thinking abilities among the students (Nelson, 2017). Instead of transferring knowledge, the teacher must function as a guide during the teaching-learning process (Molbaek, 2018). The traditional learning strategy is a one-way discourse in which an educator presents the material to the listeners. In this strategy, the teacher provides notes and assigns homework activities. In traditional learning strategy, no feedback session is conducted for the students. In general, there is limited interaction between students and teachers. Traditional learning strategies provide learners with a passive learning technique (Maqbool et al., 2018). Several researchers came up with the conclusion that traditional learning strategies have failed to impart conceptual information to learners (Arise, 2018; Bohari, 2020; Dufva & Dufva, 2016; Richards & Graber, 2019). As a result, traditional learning strategies are only suggested when information transmission is the primary goal. The traditional learning strategy does not help students build critical thinking abilities (Dehghanzadeh & Jafaraghaee, 2018). The basic concept of the traditional learning strategy is shown in figure 1.
Figure 1
Conceptual View of Traditional Learning Strategies
Pupils in the present age have been termed digital natives because they have grown up with digital technology. Now ICT has changed the learning style of the students. By using these technologies, they are more confident, autonomous, and creative (Lorenzo-Alvarez et al., 2020). The digital game learning strategy is based on activating prior knowledge, experience and giving instant feedback. This learning approach may be applied to real-world challenges (Hamari et al., 2016). Digital platform-based games motivate students and help them learn with full focus and participation. A play-based digital learning strategy improves students' ability to experience, create, communicate and visualize by accepting play challenges (Haruna et al., 2018). Computer games fulfill the real requirements and satiate the interests of adults and have become the most widespread computer-based activity by providing a new means of communication. The chief advantage of game-based learning is that it provides an engaging, creative, and better learning environment, thus supporting the learners to focus on their tasks. Modern computer-based and video game-based learning provide learning chances every second or fraction of a second (Moylan et al., 2015). Like everyone else, the learners like to work when it is not imposed on them (Prensky, 2003). Von Wangenheim & Shull (2009) argued that the real value of video games and computers is that they permit people to reconstruct themselves in new worlds of learning. Educational games make the learners act as a main role in the learning process, making the learning easier, more enjoyable, and efficient. The objective of the current review study was to compare the consequences of previously published studies on the traditional and game-based learning strategies in descriptive and statical ways. The game-based learning strategy and its effectiveness is shown in figure 2.
Figure 2
Basic Concept of Digital Game-Based Learning Strategy
Methodology
Article Selection Process
The key objective of the current review research was to compare the significance of digital game-based and traditional learning strategies. For this purpose, Web of Science and Scopus databases were selected to collect the review of related articles. In the Web of Science and Scopus interface, digital game-based versus traditional learning strategies terms were entered as the main contents of the search. The custom year range from 2012 to June 2021" was determined as the time limit for the current Study. The advanced search was done from 10th to 15th September 2021. Based on the initial results, 126 papers were discovered. The specific inclusion criteria were applied to limit articles for review on the digital game-based versus traditional learning strategies. The first criterion was to use "Educational research" as a web of science and Scopus category. "Only items" as documents and Pdf types were the other inclusion criterion. After applying the inclusion criteria, 51 articles have been found. In order to conclude the research and review articles to be reviewed, specific exclusion criteria were then implemented. The first criterion of exclusion was to exclude more than once the same articles. Secondly, articles not available in the full text were to be excluded. The final criterion for exclusion included the removal of articles that had no direct connection with the comparison of digital game-based and traditional learning strategies. Finally, the main sample of this systemic review study was determined by a total of 26 articles. The main selection process is summarized in Figure 3.
Figure 3
Article Selection Process
Review of Literature
Traditional Learning Strategy
Previous studies have found that learners had conflicting opinions of traditional learning strategies for their efficacy (Lo et al., 2020). Nurutdinova et al. (2016) conducted research at a primary school for grade five pupils to assess the efficiency of various learning methodologies. According to the Study's findings, traditional learning strategies resulted in worse critical thinking abilities in learners when compared to other learning methodologies. Some studies also determined that when learning information is not available in written form, such as a book, the traditional learning technique is a viable option (Alaagib et al., 2019; Balliu, 2017). Zlotskaya (2016) suggested a study to assess the applicability of learning strategies in different learning contexts. The Study's findings indicated that the traditional learning is a good learning strategy, particularly when there is a large number of learners in front of the instructor.
Game-Based Learning Strategy
Researchers defined a game-based learning strategy as
voluntary, an immersive and enjoyable learning activity in which inspiring
objectives are followed according to the approved rules (Stenros, 2017). Chang & Yeh (2021) proposed that
combining computer games with educational goals and objectives not only
stimulate student learning but also motivate them and provide them interactive
and innovative learning opportunities. Kikot
et al. (2014) pointed out that the essence of using
computer games is one of the most natural types of learning. Burguillo (2010) proposed a framework
to implement ability-based learning to motivate students and improve their academic
achievements. Watson et al. (2011) and Holbrey, (2020) introduced the
classroom usage of game-based educational learning strategy in undergraduate
courses and resulted in that usage of game-based learning strategy led to changes
in traditional learning strategies. The instructor-centered learning strategy
is transformed into a learner-centered learning strategy, in which learners are
more dynamic and involved. The comparison between the advantages and
disadvantages of traditional and game-based learning strategies are illustrated
in Table 1.
Table 1. Advantages and Disadvantages of Traditional Based and Game-Based Learning
Strategies
Learning Strategy |
Advantages |
Disadvantages |
Lecture Based |
1.
Information may be given in
an impressive and timely manner. 2.
It has the potential to pique
people's interest in the subject matter. 3.
It boasts one's speaking
ability and vocabulary. 4.
By employing a variety of
languages, it may be tailored to the needs of all students. 5.
Various ways can be used to
address the issues.
|
1.
It appears to be a waste of
time to convey material that is already presented in the books. 2.
The teacher must prepare the
lesson from many perspectives. 3.
If the lecturer speaks
quickly throughout the lecture, it may be difficult for many students to
follow along. 4.
The students become
apathetic. 5.
Between the learners and the
instructor, there is no contact or cooperation. |
Game-Based |
1.
The competition is low-risk. 2.
The development of
"soft" talents promotes social-emotional development. 3.
Student-centered education 4.
Boost a child's memory
capacity 5.
Fluency with computers and
simulations
|
1.
Too much time spent in front
of the screen. 2.
Games aren't usually made in
the same way. 3.
Games can be a source of
distraction. 4.
It requires a technology learning curve. 5.
Not always in line with
teaching or learning objectives |
The descriptive results of the studies reviewed in this
article are illustrated in table 2. A total of 26 published articles in various
data bases from 2012 to 2021 were selected for conducting this review study by
selecting the inclusion and exclusion criteria. The results of most of the
articles reviewed showed that game-based learning strategy was an effective and
critical thinking skill developed strategy. The learners felt very useful and
enjoyable learning environment in the game based learning strategy.
Table. 2. The Outcomes of the Studies Reviewed in current Study
Reference |
Class |
Subject |
Outcomes |
Undergraduate |
Anatomy and
Physiology |
Game-based strategy demonstrated to be an operative
strategy. |
|
Graduate
Medical Students |
Stroke
Prevention and Management |
The
learners in game-based learning reported more satisfaction level. |
|
Undergraduate Students |
Educational Training |
The use of video games increased learners' enjoyment and
engagement. |
|
Health
Care Volunteers
|
Training
Programme |
Game-based
learning improved the efficiency of the experimental learning group. |
|
Undergraduate Students |
Essay Writing |
The game-based practice was found to be substantially more
intriguing and engaging by the students. |
|
Medical Students |
Urology |
Students
in the game-based learning group outperformed those in the conventional learning
group on the cognitive knowledge exam. |
|
final-year undergraduate |
Primary Education |
While compared to the traditional learning technique,
students reported higher levels of engagement, focus, and retention when
using a game-based learning strategy. |
|
Undergraduate
|
Various
Courses |
The
learners' learning process was greatly improved by the game-based learning
technique. |
|
Third Grade |
Math |
The outcomes of the
research indicated that motivation and achievement levels of students who had
been trained through game-based learning were more compared to motivation and
achievement levels of the students who had been trained through the traditional
learning strategy. |
|
Undergraduate |
Chemistry |
The
learners' learning process was improved by using a game-based learning
technique. |
|
Fourth-Grade Students |
Various Subjects |
The learners' involvement in the learning process was
greatly boosted by using a game-based learning technique. |
|
Fourth
Grade Students |
Essay
Test |
The
Study concluded positive effects of game-based learning strategy on the
pupil’s cognitive process learning achievement. |
|
University Students |
Physical Education |
The results showed
that game-based learning strategy could enhance physical activity level and
quality of motivation of university students in physical education classes. |
|
Grade
9 Students |
Mathematics |
Flipped
learning with gamification increased pupils' cognitive engagement more than
traditional learning. |
|
Secondary School Students |
Different Subjects |
The use of a game-based learning technique did not result
in a substantial boost in student learning. |
|
School
Students |
Different
Subjects |
The study concluded that the game-based
learning strategy used in various subjects significantly improved the
critical thinking skills and students' engagement. |
|
Intermediate Students |
Science Education |
The participants' cognitive skills were improved by using
a game-based learning technique. |
|
Graduate
students |
Computer
Science |
Traditional
learning strategies were shown to be less successful than game-based learning
strategies. |
|
High School Students |
Disaster Risk
Education |
On students'
knowledge, the game's teaching approach was more successful than traditional
learning methods. |
|
Bank
Employees |
E-Learning |
No
significant improvement was shown by game-based learning strategy. |
|
Older Adults |
Cognition Assessment |
Declination in cognition skills by Game-based learning
strategy |
|
Elementary
School |
Healthy
LifeStyle |
Game-based learning has a higher mean score
than traditional learning. |
|
School Students |
Primary Education |
GBHIIT demonstrated to be beneficial in reversing the
impacts on the body composition of schoolchildren. |
|
School
Students |
The
usage of a game-based learning technique increased the learning efficiency of
school children. |
||
3rd
Grade Students |
Math |
Learning outcomes have been improved in cognitive,
affective-social and psychomotor learning domains. |
Table 3. Statistical Results of the Studies Reviewed in
current article
References |
Learning Strategy |
Mean |
SD |
p |
Remarks |
Game-based |
2.83 |
0.32 |
0.003 |
Significant |
|
Traditional |
2.24 |
0.41 |
|||
Game-based |
2.72 |
0.61 |
0.049 |
Significant |
|
Traditional |
1.94 |
0.82 |
|||
Game-based |
3.78 |
1.03 |
0.031 |
Significant |
|
Traditional |
3.29 |
1.21 |
|||
Game-based |
7.32 |
1.34 |
0.018 |
Significant |
|
Traditional |
6.99 |
1.73 |
|||
Game-based |
11.34 |
2.23 |
0.009 |
Significant |
|
Traditional |
9.30 |
2.76 |
|||
Game based |
3.98 |
1.03 |
0.021 |
Significant |
|
Traditional |
3.01 |
1.11 |
|||
Game-based |
4.67 |
2.01 |
0.02 |
Significant |
|
Traditional |
3.89 |
2.12 |
|||
Game-based |
2.34 |
0.89 |
0.008 |
Significant |
|
Traditional |
2.03 |
1.04 |
|||
Game-based |
9.92 |
3.23 |
0.0007 |
Significant |
|
Traditional |
8.09 |
3.56 |
|||
Game-based |
29.61 |
6.34 |
0.0001 |
Significant |
|
Traditional |
27.82 |
7.01 |
|||
Game-based |
39.70 |
9.23 |
0.082 |
Non-significant |
|
Traditional |
36.87 |
10.09 |
|||
Game-based |
1.02 |
0.31 |
0.071 |
Non-significant |
|
Traditional |
0.71 |
0.35 |
|||
Game-based |
3.21 |
1.19 |
0.092 |
Non-significant |
|
Traditional |
2.99 |
1.28 |
|||
Game-based |
5.81 |
2.08 |
0.07 |
Non-significant |
|
Traditional |
7.01 |
2.31 |
|||
Game based |
18.17 |
4.56 |
0.002 |
Significant |
|
Traditional |
16.09 |
4.70 |
|||
Game-based |
1.34 |
0.39 |
0.023 |
Significant |
|
Traditional |
1.01 |
0.42 |
|||
Game-based |
16.34 |
5.21 |
0.08 |
Non-significant |
|
Traditional |
17.32 |
5.99 |
|||
Game-based |
21.22 |
6.92 |
0.0002 |
Significant |
|
Traditional |
19.23 |
7.11 |
|||
Game-based |
3.02 |
1.06 |
0.006 |
Significant |
|
Traditional |
2.99 |
1.22 |
|||
Game-based |
23.21 |
7.56 |
0.05 |
Non-significant |
|
Traditional |
25.90 |
7.98 |
|||
Game based |
12.23 |
4.23 |
0.09 |
Non-significant |
|
Traditional |
13.29 |
4.50 |
|||
Game based |
5.21 |
1.79 |
0.02 |
Significant |
|
Traditional |
4.99 |
2.04 |
|||
Game Based |
7.87 |
2.89 |
0.0001 |
Significant |
|
Traditional |
6.98 |
3.04 |
|||
Game-based |
2.12 |
1.01 |
0.005 |
Significant |
|
Traditional |
1.87 |
1.10 |
|||
Game-based |
0.98 |
0.21 |
0.009 |
Significant |
|
Traditional |
0.65 |
0.25 |
Discussion
Traditional classroom learning relies on uninteresting learning skills and absences interaction. Learners lose interest about the objectives of learning courses. Students look forward to new learning techniques, digital assignments, and stimulating valuation models. In a higher education learning context, some new learning processes have been presented to attract active students and ignite the practices of self-learning, thereby paving the way for better knowledge of skills and abilities. With numerous inventions in ICT in a higher educational environment, the game-based learning approach is one of the innovative learning approaches that have aroused the interest of many universities. ICT paradigm shifts are entangled with various teaching methods adapted to students in the 21st century (Afari et al., 2013). ICTs have improved the efficiency and flexibility of learning and training systems and can be implemented in work settings, linking formal learning with informal learning. ICT helps universities prepare students through primary education and continuing professional development in international and global markets. Research on the adaptability of ICT in teaching shows that technological innovation in this field is achieved in different ways (Shah, 2017). Changes are needed from all levels of systems, organizations, and individuals to put the new teaching methods into practice. Teachers need to continuously develop teaching in their own teaching environment. These teaching environments are usually the junctions of different cultures and the most diverse groups of students and experts. ICT-assisted learning environments are becoming more and more common. They require teachers to be able to use new systems and tools and new communication methods in a multicultural environment. At the organization and system levels, the planning and implementation entities require quality assurance (Plass et al., 2020).
Recent studies suggested that students growing in a digital game-based learning environment are psychologically different from generations of traditional learners. This is caused by the fact that it provides a direct linking between the struggle and the instant rewards that have been spent digitally all over the world. In contrast, class rewards are often repeated until an evaluation and formal inspection is carried out. Students have found recovery in the future so that it feels to learn in the future. On the other hand, digital students prefer to learn relevant, aggressive and immediate, and fun things (Chang et al., 2020). The famous psychiatrist William Glasser (Glasser, 1999) claimed that there is a close link between fun and learning. Glasser's theory of choice regards fun as a basic requirement that drives social behavior. The Pupils acquire best when they enjoy freely what they are educated because they have a great need to link and have fun.
In an educational environment, it is well known that computer games can provide a variety of benefits, such as involving students in an active learning environment, increasing inspiration, enhancing information retaining and improving real life problem-solving and critical thinking skills. Moreover, computer games let student groups to share knowledge learned, resources, skills, and collaboration to solve real life educational problems (Byun & Loh, 2015). Supporters of computer game-based learning believe that educational computer games have the ability to change the way of pupils learning styles and can inspire and involve a new group of students in a way that traditional learning approach does not have (Romero & Kalmpourtzis, 2020). Nazarova & Galiullina, (2016) pointed out that compared to the traditional classroom teaching method, the traditional classroom method is to provide facts and data, and then find out their relevance, so the game has a motivating effect, because the Players need to find facts and information to be successful complete the challenge. In the current study, a comparison between game based and traditional learning strategies were conducted. A total of 26 published articles were selected after setting inclusion and exclusion criteria. The conclusion of the Study reviewed showed that game based learning strategy is more effective learning strategy as compared to the traditional learning strategy. The learners engagement level increased more in game based learning strategy.
Conclusion
The goal of this study was to compare the outcomes of research on game-based learning with traditional learning using descriptive and statistical methods. Inclusion and exclusion criteria were used to identify 26 publications published between 2012 and 2021. According to the review of the selected papers, game-based learning is an effective learning approach. This learning strategy improves the learning process of the learning by engaging the learners towards the learning process. So, it is recommended on the basis of the results of the review studies that game based learning strategy should be used to increase the students learning process.
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Cite this article
-
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