Digital Game-based Learning in Primary School:
What Issues Does/Does Not Recent Research Focus on?
Maria Koutantou
1
and Maria Rangoussi
2
1
Department of Early Childhood Education, National and Kapodistrian University of Athens,
13A, Navarinou Str., Athens, Greece
2
Department of Electrical and Electronics Engineering, University of West Attica, 250, Thivon str., Athens-Egaleo, Greece
Keywords: Digital Game-based Learning, Elementary School, Systematic Literature Review, Learning Outcomes,
Social Skills, Metacognitive Outcomes, Research Tools, Learning Theories, Constructivism, Social
Constructivism.
Abstract: Recent research on Digital Game-Based Learning (DGBL) applied specifically in Primary Education is
reviewed in a systematic way. 87 journal papers published in the last 4 years (2017 - 2020) are selected and
analyzed in order to draw conclusions regarding the effectiveness of DGBL (i) in producing cognitive
domain learning outcomes, (ii) in developing social skills, (iii) in producing affective / metacognitive
outcomes, and (iv) in offering an enjoyable experience to Primary Education students. Apart from the
classic questions of literature reviews, aimed at describing the methodology, aims and outcomes of the
reviewed works, the current review is also interested (a) in the ways of integrating the digital game in the
educational practice, in relation to the adoption of a specific learning theory and educational method and (b)
in the measurement tools employed to evaluate the effectiveness of DGBL interventions, in relation to the
aims set and the results obtained. The goal of this review is to reveal those aspects of DGBL that recent
research focuses on and at the same time those aspects that are not adequately researched and require more
attention and effort. The latter result is especially useful in the planning of future studies. The results record
a steadily increasing research interest in DGBL and a strongly positive effect of DGBL in all the examined
axes. On the other hand, they reveal an almost general lack of a solid foundation of DGBL interventions in
learning theories and consequent educational methods an alerting situation that deserves careful
examination.
1 INTRODUCTION
Despite the fact that recognition of the educational
potential of games goes back to antiquity, digital
games, as exemplified by modern video games, have
had many barriers to cross before they were
recognized as valid and effective education ‘tools’.
Extensive and multi-faceted research has overthrown
prejudice and inhibitions of teachers, parents and
scientists against the introduction of digital games in
formal education, especially for younger ages, on the
grounds of addiction, social isolation, poor school
performance and physiological problems (Griffiths,
2002; deFreitas, 2006; Ferguson, 2007). As a result,
and thanks to their double potential as entertaining
and educative activities, today digital games are
widely exploited in education, under the Digital
Game-Based Learning (DGBL) paradigm. In the
form of serious games, DGBL is also used in
professional environments (healthcare, military,
companies, etc.) for the development of various
skills (Gentry et al., 2019).
As the field of DGBL expands dynamically in
multiple and innovative ways, including new
technologies, platforms and devices, new issues are
raised and new questions are posed for relevant
research to answer. It is probably indicative of an
alive and active field the fact that ‘old’, classic
issues and questions are still open: classification of
(educational) game types, categories of DGBL
objectives, domains of expected outcomes and
impacts of DGBL are issues research is still
struggling with: Literature on games is fragmented
and lacking coherence (Ke, 2009); An important
limitation in this field is the incongruity of study
designs’ (Kharrazi et al. 2012); The categorising
372
Koutantou, M. and Rangoussi, M.
Digital Game-based Learning in Primary School: What Issues Does/Does Not Recent Research Focus on?.
DOI: 10.5220/0011078500003182
In Proceedings of the 14th International Conference on Computer Supported Education (CSEDU 2022) - Volume 2, pages 372-383
ISBN: 978-989-758-562-3; ISSN: 2184-5026
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
and naming of skills and learning outcomes in a
useful way presents a tricky problem (Connolly et
al., 2012). Furthermore, the need for Guidelines or
a standardized procedure for conducting DGBL
effectiveness research is recognized in (All et al.,
2013) while evaluation results are often mixed or
contradictory: ‘… other studies showed the contrary,
namely that DGBL environments did not produce
positive learning outcomes’ (Hussein et al., 2019).
In the last two decades, the lack of empirical
evidence on DGBL effectiveness has prompted a
number of systematic literature reviews on the
subject, which covered secondary education
(Connolly et al., 2012; Boyle et al., 2016) and
primary education (Hainey et al., 2016). Together,
they have provided a comprehensive methodological
framework for multi-component analysis of DGBL
research.
Inspired by these works, the current study
reviews recent (2017-2020) literature on DGBL
effectiveness, focusing on research works that
provide empirical evidence, i.e., report results from
educational interventions using DGBL. Given the
great differences in the needs, capabilites,
preferences and objectives of students across
education grades, this study is limited to Primary
Education (PE), for methodological as well as for
practical purposes.
The multi-component analysis framework
established in (Connolly et al., 2012), adapted to the
aims and scale of the present review, is employed to
investigate the objectives and results reported in the
body of 87 systematically selected journal
publications. The DGBL objectives or axes used
here for the coding and analysis of these
publications are
(i) cognitive domain learning outcomes
(knowledge transfer),
(ii) social skills development (communication,
collaboration),
(iii) affective outcomes (motivation,
metacognition), and
(iv) experience of the learner (fun and
enjoyment during the learning process).
The first 3 objectives correspond essentially to
the set of 5 objectives identified in (Connolly et al.,
2012) as grouped by (Bleumers et al., 2012).
Although methodologically the current review
proceeds along the beaten track, it is innovative in
certain other aspects. In recognition of the fact that
DGBL results are not independent of the tools they
were measured by, the current review addresses
evaluation results and evaluation tools jointly, as a
pair.
The learning theories under which DGBL
interventions are designed and implemented are
another critical factor often overlooked or not
explicitly taken into account in existing reviews. For
example, although the ‘construction of knowledge’
that is frequently mentioned as a major DGBL
objective directly refers to the learning theory of
constructivism, this or other learning theories are not
included in the coding of reviewed works.
Directly connected to this gap is the absence
from the coding schemes of existing reviews of the
educational method/scenario under which DGBL
interventions are carried out. Learning theories and
consequent educational methods are important
aspects of any educational intervention and decisive
factors for the correspondence between aims and
results. Conversely, the fun and entertainment
element intrinsic in DGBL may lead off track an
intervention that is not well-founded in the learning
theory of choice.
The ultimate goal of the current review is to
identify the open issues or research questions that
recent relevant research does focus on, while at the
same time to detect those issues or questions that are
not adequately researched and would require more
attention, effort and elaboration. In that sense, the
results of this review may be useful both to
education practitioners, who will be aided to make
judicious choices regarding DGBL design and
implemention in class, and to researchers in the
field, who may benefit from having their attention
directed to these less researched issues or questions.
2 REVIEW METHODOLOGY
2.1 Research Questions
The aim of this study is to investigate which learning
outcomes (cognitive, skills-based or affective) are
addressed by recent educational research on DGBL
and which are not adequately covered and are
therefore open to further research. To this end, two
sets of detailed Research Questions (RQs) are
formulated, whose answers are sought via the
analysis of a selected body of publications.
The RQs in the 1
st
set are descriptive of the
research body reviewed and of the features of the
DGBL interventions implemented therein: (1) How
popular is DGBL in recent research, as expressed by
publications per year? (2) Is game used in DGBL as
a means for instruction/learning or for student
Digital Game-based Learning in Primary School: What Issues Does/Does Not Recent Research Focus on?
373
evaluation? (3) Is the role of students as game
makers, players, or both investigated? (4) Does
game play take place in class, at home, or both? (5)
Which major game types are employed in DGBL
interventions? (6) Which learning subjects host
DGBL interventions? (7) Under which learning
theories are DGBL interventions implemented? (8)
Which instruction/learning methods employ DGBL?
The RQs in the 2
nd
set address the learning
outcomes obtained via DGBL, their type and extent
along with the tools used to measure each of them:
(9) What type of DGBL learning outcomes is recent
research interested in? (10) What kind of cognitive
domain learning outcomes does DGBL produce?
What are the tools for their evaluation? (11) Does
DGBL develop social skills? What are the tools for
their evaluation? (12) Does DGBL develop
metacognitive skills? What are the tools for their
evaluation? (13) Do students engage in DGBL and
enjoy it? What are the tools for the evaluation of
engagement and fun?
2.2 Retrieval and Selection Procedure
The systematic literature review methodology
employed in this study is a modified version of the
one proposed for medical research in (Pai et al.,
2004) combined with the methodology proposed for
software engineering in (Kitchenham, 2004) along
the major steps of planning, conducting and
reporting the review.
Scopus (https://www.scopus.com/) and ERIC
(Education Resources Information Center,
https://eric.ed.gov/) are the two databases selected
for publication retrieval, because they offer free
online access and enhanced functionalities in
organizing the search process and outcomes. They
jointly cover education-related research adequately
while they maintain a good balance between
selectivity and coverage.
The query used on these databases is set up on
the basis of
(i) the terms ‘game’, ‘digital game’, ‘online
game’, ‘game-based learning’, ‘elementary
school’, ‘primary school’, ‘primary
education’, and
(ii) the inclusion criteria defined as {research
type: primary research (not a review or a
meta-analysis); publication year: 2017-2020;
publication type: journal paper; language:
English}.
The publications thus retrieved are 221 (Scopus:
109; ERIC: 112) including 35 duplicates (articles
retrieved from both Scopus and ERIC).
The 1
st
screening was performed on the basis of
title, abstract and keywords, independently by the
two authors of the present paper, with inter-rater
reliability measured by k = 86.3%. Disagreements
were resolved by discussion and unanimous
decision. Exclusion criteria (duplicate, not a primary
study, not a journal publication, not referring to
DGBL, not referring to Primary Education, uses
DGBL and/or Primary Education in a different
context, no educational intervention, no evaluation
of outcomes) resulted in 113 articles being excluded
and 108 articles being forwarded to the 2
nd
screening.
The 2
nd
screening was performed on the basis of
full article texts, independently by the two authors of
the present paper (k = 90.7%) and with the same
exclusion criteria. 21 more articles were excluded,
leaving thus a final set of 87 articles for further
analysis. These are available online for the interested
reader at http://ectlab.eee.uniwa.gr/Digital_Game_
based_learning_review.pdf because of limited space
herein. The selection process steps are outlined in
the diagram in Figure 1.
Figure 1: The selection process in steps.
Analysis of the body of the 87 articles finally
selected across the two sets of RQs defined earlier
was performed jointly by the two authors. Results
are presented and discussed per RQ in the following
section.
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3 RESULTS AND DISCUSSION
3.1 Results on the 1
st
Set of RQs
3.1.1 DGBL Context-Descriptive Results
DGBL publication counts exhibit a linearly
increasing trend along the year span of this study, as
illustrated in Figure 2. This result indicates a clearly
increasing research interest in the field, to the degree
that the publications selected for this study are
representative of the total body of relevant research.
It should be noted here that only publications of
research works that include empirical evidence are
retained for analysis. The same type of increasing
behaviour, however, is verified from all the 221
originally retrieved publications.
Figure 2: Number of publications per year in 2017-2020.
The journals that host these publications are, in
descending order of publication counts: Australian
Journal of Emergency Management (8), Australian
Journal of Teacher Education (6), Child Abuse and
Neglect (6), Computers in Human Behavior (5),
Developmental Science (4), Elementary School
Forum (4), Frontiers in Psychology (4), Information
(3), Educational Technology & Society (3),
Frontiers in Education (2), Education and
Information Technologies (2), Computers and
Education (2), Education Sciences (2), Educational
Technology and Society (2), Educational
Technology Research and Development (2). 31 more
journals follow, with a single publication each. It is
interesting that they cover disciplines as diverse as
Education, Computer Science, Social Sciences
Psychology or Medicine – Healthcare.
Regarding the major use or role of the game in
DGBL, the vast majority of research works (79 or
90.80%) use the game as an instruction/learning
tool, as opposed to only 8 works (9.20%) that use it
as an evaluation tool for the learning outcomes of
the process. Results are shown in Table 1.
Table 1: The role of the game in DGBL.
The role of the game in
DGBL
Nr. of works
(percentage)
Instruction/learning tool 79 (90.80%)
Student evaluation tool 8 (9.20%)
Total 87 (100.00%)
Regarding the role of students/learners in the
DGBL interventions reviewed, again a clear
majority (74 research works or 85.06%) asked
students to play the game; 10 research works
(11.49%) asked them to make the game; 3 research
works (3.45%) did both. Results are given in Table
2.
Table 2: The role of students in DGBL.
The role of students in DGBL Nr. of works
(percentage)
Game player 74 (85.06%)
Game maker 10 (11.49%)
Game maker & player 3 (3.45%)
Total 87 (100.00%)
This result reveals a strong dependency of
teachers and students on ready-made, off-the-shelf
game products in 85% of the cases; only in 15% of
the cases students are asked to assume the active role
of game makers.
Another implication is that this dependency on
ready-made games possibly restricts the choices and
twists the orientation of teachers when they decide
on the type of intervention to implement and on the
learning subject to host it. Constructionism, on the
other hand, assures that students are far more
motivated and engaged as makers rather than as
players (Kafai & Burke, 2015).
DGBL interventions required the students to play
games primarily in class (51 works or 58.62%) or at
school (7 works or 8.05%). In only one (1) case
(1.15%) game play takes place at home, while in 3
cases (3.45%) game play takes place both in class
and at home. One more case refers to a ‘third place’
while a considerable percentage of research works
(24 cases or 27.59%) fail to provide this
information. Results are given in Table 3.
This result is in agreement to the comment in
(Ronimus, & Lyytinen, 2015) that DGBL at home is
under-researched as yet, despite the savings in
school time it might offer. Other factors should of
course be taken into account, if home play were to
be investigated, such as the presence and impact of
parents/adults, of siblings/co-players, etc.
8
18
26
35
0
10
20
30
40
2017 2018 2019 2020
Digital Game-based Learning in Primary School: What Issues Does/Does Not Recent Research Focus on?
375
Table 3: The environment where DGBL takes place.
Where does DGBL take place Nr. of works
(percentage)
In class 51 (58.62%)
At school 7 (8.05%)
At home 1 (1.15%)
Both in class and at home 3 (3.45%)
Third place 1 (1.15%)
Not specified 24 (27.59%)
Total 87 (100.00%)
The types of games selected for DGBL
interventions are tabulated in Table 4, in descending
order of frequency of use. Serious games head the
list (31 cases or 26.72%), followed by simulation
games (13 cases or 11.21%), computer programming
games (11 cases or 9.48%), MMORG, puzzles and
‘sandboxes’ (8 cases or 6.90% each), augmented
reality games, imagination games and quizzes (4
cases or 3.45% each), adventure games, education
escape rooms and mini games (3 cases or 2.59%
each), assessment games, digital board / card games,
(2 cases or 1.72% each), casual games and training
games (1 case or 0.86% each). 13 cases (11.21%) do
not specify the type of game employed.
Table 4: The types of games used in DGBL.
Types of games Nr. of works
(percentage)
Serious/Subject-specific game 31 (26.72%)
Simulation 13 (11.21%)
Programming/Construction 11 (9.48%)
MMORG/Role playing 8 (6.90%)
Puzzle 8 (6.90%)
Sandbox 5 (4.31%)
Augmented Reality 4 (3.45%)
Quiz game 4 (3.45%)
Adventure game 3 (2.59%)
Education escape room 3 (2.59%)
Mini game 3 (2.59%)
Assessment game 2 (1.72%)
Board / Card game 2 (1.72%)
Casual game 1 (0.86%)
Training game 1 (0.86%)
Not specified 13 (11.21%)
The leading position of serious games reveals the
concern of class teachers as well as researchers to
select an educational game rather than a commercial,
purely entertaining game for use in their
interventions. On the other hand, this very choice
prevents experimentation with commercial,
entertaining games that, if appropriately handled,
might nevertheless produce valid learning outcomes.
The 2
nd
position of simulation games does not come
as a surprise, given the technological advances that
render them realistic and yet safe alternatives for
students to explore out-of-reach environments or
unavailable setups.
Simulation games, MMORGs and puzzles
account for a cumulative 25.01%. This is in
agreement to results reported in (Hainey et al.,
2016), where these game types are found to be
popular for use in education. Moreover, as reported
in (Jabbar & Felicia, 2015), 68% of the games
selected for DGBL interventions for knowledge and
skills development are role playing games and
puzzles. Their suitability for the Primary School
target group and for the learning subjects taught to
this group is an additional reason for the preference
that researchers show for these types of games.
The learning subjects that host DGBL
interventions are tabulated in Table 5, in descending
order of frequency. Mathematics head this list with
29 cases (30.53%), followed by Language (13 or
13.68%), English as a 2
nd
language (8 cases or
8.42%), Sciences (7 cases or 7.37%), ICT (5 cases or
5.26%), Geography and History (3 cases or 3.16%
each) and Art, Environmental protection, Healthcare
(2 cases or 2.11% each). A number of other subjects
follow that cumulatively account for 5.25% of the
cases, such as the Analects of Confucious,
Innovation, Socio-emotional education, Child abuse
prevention, etc. 16 cases (16.84%) do not provide
information on the learning subject that hosted the
DGBL intervention (Table 5).
The leading position of Mathematics among the
learning subjects that host DGBL interventions may
be attributed to the traditional notoriety of
Mathematics with students, which prompts teachers
to seek more playful or enjoyable ways for teaching
it. Conversely, serious games and simulations are
capable of developing authentic experiences that
support knowledge; they may also be easily
combined with Mathematics. Mathematics are better
understood when embedded in realistic, everyday
situations (Freudenthal, 1991), such as those easily
reproduced by games. The extensive use of digital
games in Mathematics has already prompted
research on this specific combination; it has thus
been shown that DGBL and traditional instruction
methods are equally effective in teaching
Mathematics.
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Table 5: Learning subjects that host DGBL interventions.
Learning Subject Nr. of works (%)
Mathematics 29 (30.53%)
Language 13 (13.68%)
English as a 2
nd
language 8 (8.42%)
Science/Bioengineering 7 (7.37%)
ICT/Security/Anti-phishing 5 (5.26%)
Geography 3 (3.16%)
History 3 (3.16%)
Art 2 (2.11%)
Environmental studies 2 (2.11%)
Healthcare class 2 (2.11%)
Analects of Confucious class 1 (1.05%)
Innovation class 1 (1.05%)
Extra-curricular subject 1 (1.05%)
Socio-emotional education 1 (1.05%)
Child abuse prevention class 1 (1.05%)
Not specified 16 (16.84%)
The privileged relation of digital games and
Mathematics certainly calls for further research. In
the meantime, it should be repeated that this is
exactly a verification of the comment made earlier
on the dependency of the teachers on commercial,
off-the-shelf games: if the majority of available
games is on Mathematics, this is certainly a biasing
factor for the teachers’ choice of game and subject.
3.1.2 Learning Theories
The learning theory(ies) adopted by the teacher that
designs and implements a DGBL intervention is a
crucial factor often overlooked in existing research.
The mere use of games in class is not automatically
game-based learning, unless placed and
implemented under an appropriate learning theory
framework.
Results shown in Table 6 indicate that this is
indeed the case with the majority of research works:
47 out of the 87 research works (54.02%) adopt
cognitive constructivism, 13 research works
(14.94%) adopt social constructivism and 9 research
works (10.34%) adopt constructionism. Only 7
research works (8.04%) use games under a
behavioristic framework. The later is known to
practically cancel many of the DGBL pedagogical
and educational advantages.
These results verify the findings reported in
(Qian & Clark, 2016) on the dominance of
constructivistic and constructionistic frameworks
under which DGBL takes place, in alignment to
(i) the Socio-cultural theory of learning
(Vygotsky, 1978) professing that learning
occurs when it is social, active and situated
as well as
(ii) newer results concluding that learning is
most effective when it is active, experiential,
situated, problem-based and provides
immediate feedback as summarized in
(Connolly et al., 2012).
Table 6: Learning theories that support DGBL.
Learning Theories Nr. of works
(percentage)
Cognitive Constructivism 47 (54.02%)
Social Constructivism 13 (14.94%)
Constructionism 9 (10.34%)
Behaviorism 7 (8.04%)
Cannot be concluded 15 (17.24%)
It is worth noticing that the majority of the
reviewed works do not explicitly state their
overarching learning theory; the above results are
conclusions drawn from our analysis of the
interventions as described in the relevant
publications. Even worse, a non-negligible number
of cases (15 cases or 17.24%) do not disclose
enough information to allow conclusions as to the
learning theory adopted an alerting outcome that
raises questions as to the validity of the results
reported therein.
3.1.3 Educational Methods
An issue closely related to that of the adopted
learning theory(ies) is the educational method(s) in
which the DGBL intervention is embedded. Results
tabulated in Table 7 reveal that Problem-based
Learning is employed roughly by 1 in every 2 cases
(42 works or 48.27%), followed by Collaborative
Learning (14 cases or 17.07%), Discovery Learning
(6 cases or 6.89%), Active and Experiential
Learning/Learning by doing (5 cases or 5.75%
each), Role playing (4 cases or 4.59%) and Drill &
Practice (3 cases or 3.44%). Learning by Questions,
Situated Learning, Project-based Learning and
Personalized Learning follow with decreasing
frequencies of use (Table 7).
These results are in agreement with the results on
learning theories discussed in the previous
paragraph, given that Problem-based, Collaborative,
Digital Game-based Learning in Primary School: What Issues Does/Does Not Recent Research Focus on?
377
Discovery, Active and Experiential Learning all fall
under constructivism and its variations, found to
collectively account for 90% of the cases, while
Learning by Questions and Drill & Practice fall
under behaviorism that accounts for 8% of the cases
(see previous paragraph).
On the other hand, Project-based Learning and
Personalized Learning are essentially
constructivistic approaches; their low representation
is probably due to the infrastructure and effort
necessary for their preparation and implementation.
Table 7: Educational methods that support DGBL.
Educational methods Nr. of works (%)
Problem-based Learning 42 (48.27%)
Collaborative Learning 14 (17.07%)
Discovery Learning 6 (6.89%)
Active Learning 5 (5.75%)
Experiential Learning /
Learning by doing
5 (5.75%)
Role Playing 4 (4.59%)
Drill & Practice 3 (3.44%)
Learning by Questions 2 (2.29%)
Situated Learning 1 (1.14%)
Project-based Learning 1 (1.14%)
Personalized Learning 1 (1.14%)
Cannot be concluded 22 (25.28%)
In the majority of the cases, these results are
concluded by the authors of the current paper via
analysis of the description of the intervention rather
than explicitly stated by the researchers in their
publication. Still a considerable number of 22 cases
(25.28%) do not give any evidence as to the
employed method, meaning either that they do not
consider it important or that an ad hoc approach was
taken.
This is yet another alerting outcome, given the
importance ascribed by Prensky (2007) to the careful
choice by the teacher of the educational method and
the scenario to be employed, in order for DGBL to
bear fruit. Not all methods are equally effective for
all target groups, ages or learning subjects. In fact, it
is the educational method and the learning outcomes
sought that should dictate the choice of the game in
DGBL and not vice versa.
3.2 Results on the 2
nd
Set of RQs
The objectives of the utilitarian use of games are
considered here to fall under three aggregate
categories, namely, (i) cognitive learning outcomes
(knowledge transfer), (ii) skills development (social
skills, managerial skills, etc.), and (iii) attitudinal
and behavioral change (affective outcomes, e.g.
motivation, metacognition, etc.). Each objective is
better served by specific game types and requires
specific tools to measure their effectiveness (All et
al., 2013).
A fourth class of interest under either the
utilitarian or the purely entertaining use of games
refers to the experience of the learner while involved
in DGBL, as expressed by enjoyment, fun and
engagement.
The classification of the 87 reviewed works into
the above 3+1 classes is shown in Table 8 and
illustrated in Figure 3. It reveals that cognitive
domain learning outcomes constitute the most
frequent research objective, investigated by
approximately 3 in every 4 works (65 cases or
74.71%), followed by student experience (52 cases
or 59.77%), affective outcomes (34 cases or
39.08%) and the development of social skills (21
cases or 24.14%).
Table 8: Objectives of the reviewed works.
Objective Nr. of works
(percentage)
Cognitive learning outcomes
(knowledge transfer)
65 (74.71%)
Experience (enjoyment, fun,
engagement)
52 (59.77%)
Affective outcomes (motivation,
metacognition)
34 (39.08%)
Social skills (communication,
collaboration)
21 (24.14%)
Total 87 (100.00%)
Figure 3: Major objectives sought via DGBL.
3.2.1 Cognitive Domain Learning Outcomes
The results on the cognitive domain learning
outcomes reported in the 65 relevant reviewed
publications are summarized in Table 9. The
outcomes are reported to be strongly positive (35
cases or 53.85%), positive (11 cases or 16.92%),
21
34
52
65
050100
socialskills(communication,
collaboration)
affectiveoutcomes(motivation,
metacognition)
experience(enjoyment,fun,
engagement)
cognitivedomainlearning
outcomes
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378
neutral (4 cases or 6.15%) and negative (3 cases or
4.62%). No strongly negative outcomes are reported.
Mixed positive and negative results are reported in 9
cases (13.85%).
Table 9: Summarized results reported on Cognitive
Domain Learning Outcomes.
Results on Cognitive Domain
Learning Outcomes
Nr. of works (%)
Strongly Positive 35 (53.85%)
Positive 11 (16.92%)
Neutral 4 (6.15%)
Negative 3 (4.62%)
Strongly Negative 0 (0.00%)
Mixed (Positive and Negative) 9 (13.85%)
Fail to report 3 (4.62%)
Total 65 (100.00%)
Practically, 3 in every 4 research works report
positive or strongly positive cognitive domain
learning outcomes. This very encouraging
perspective on DGBL is, once again, concluded by
our analysis rather than clearly stated by the
respective authors of the publications. The majority
of the reviewed publications ignore the positive
cognitive results they get and focus their interest and
argumentation on affective (metacognitive /
motivational) aspects.
3.2.2 Social Skills Development
The results reported by the 21 relevant reviewed
publications on the development of social skills
(communication and collaboration) via DGBL are
summarized in Table 10. They fall mostly under the
strongly positive (15 cases or 71.43%) and the
positive (3 cases or 14.29%) class. A single case
reports mixed results while 2 cases fail to report
results despite their stated intension to do so.
Table 10: Summarized results reported on Social Skills
Development via DGBL.
Results on Social Skills
Development
Nr. of works (%)
Strongly Positive 15 (71.43%)
Positive 3 (14.29%)
Neutral 0 (0.00%)
Negative 0 (0.00%)
Strongly Negative 0 (0.00%)
Mixed (Positive and Negative) 1 (4.76%)
Fail to report 2 (9.52%)
Total 21 (100.00%)
The dominance of (strongly) positive results is
explained by the social and collaborative nature of
many – but not all – games. The chat facility is
reported by students to be instrumental; many
students state that they prefer online to face-to-face
communication and collaboration. Competition with
fellow players, with oneself or with time, is another
intrinsic feature of games. Competition was found
by (Chen et al., 2020) to be socially effective only in
connection to specific game types (simulation
games, role playing games and puzzles) and specific
learning subjects (Mathematics, Language and
Sciences). All these game types and learning
subjects are ranking high in Table 4 and Table 5 and
are therefore among the most intensively researched.
In contrast to this evidence and despite the fact
that social constructivism is used a lot in connection
to DGBL (see, e.g., Table 6), it seems that the
development of social skills is the least researched
among DGBL objectives. Careful evaluation of the
effectiveness of DGBL in social skills development
is a domain that clearly deserves more attention and
research effort.
3.2.3 Affective / Metacognitive Outcomes
Results on the affective and metacognitive outcomes
obtained via DGBL, as reported in the 45 relevant
reviewed publications, are summarized in Table 11.
As to the metacognitive outcomes, motivation and
creativity aspects are of interest here. Results are
reported to be strongly positive (36 cases or
80.00%). 2 cases (4.44%) report neutral results
while 7 cases (15.65%) report mixed results.
Table 11: Summarized results reported on Affective /
Metacognitive outcomes obtained via DGBL.
Results on Affective /
Metacognitive Outcomes
Nr. of works (%)
Strongly Positive 36 (80.00%)
Positive 0 (0.00%)
Neutral 0 (0.00%)
Negative 2 (4.44%)
Strongly Negative 0 (0.00%)
Mixed (Positive and Negative) 7 (15.56%)
Fail to report 0 (0.00%)
Total 45 (100.00%)
These results are in alignment with existing
research that finds a significant positive impact of
DGBL both on the cognitive and the affective
domain of the learner, e.g. on motivation (Yusoff et
al., 2020) or creativity (Cook & Bush, 2018). The
non-negligible cases of mixed results may be
Digital Game-based Learning in Primary School: What Issues Does/Does Not Recent Research Focus on?
379
ascribed to the different ways games are accepted by
different target groups, e.g., lower motivation levels
have been measured in female learner groups in
connection to computer games (Butler, 2000;
Hussein et al., 2019). The restrictive classroom
environment has also been found to decrease
motivation (Tuzun, 2006; Kebritchi et al., 2010).
3.2.4 Student Experience with DGBL
As to the experience of the students while involved
in DGBL, results reported by the 52 relevant
publications are summarized in Table 12.
Enjoyment, fun and engagement are the aspects of
interest here. Strongly positive results are reported
by 39 cases (75.00%). One case reports neutral
results while 12 cases (23.08%) report mixed results.
Finally, 5 cases (11.11%) fail to report results
although they state that they measure them.
Table 12: Summarized results reported on the experience
of the students while involved in DGBL.
Results on the experience of the
students while involved in DGBL
Nr. of works (%)
Strongly Positive 39 (75.00%)
Positive 0 (0.00%)
Neutral 1 (4.76%)
Negative 0 (0.00%)
Strongly Negative 0 (0.00%)
Mixed (Positive and Negative) 12 (23.08%)
Fail to report 5 (11.11%)
Total 52 (100.00%)
Strongly positive results are an expected
outcome: enjoyment, fun and engagement are
intrinsic to the entertaining character of games,
digital games being no exception. These are the very
reasons why games are employed in education in the
first place.
Mixed results, on the other hand, may be due to
the fact that different target groups enjoy different
game types. Enjoyment depends on age, gender,
even digital literacy and skill: more skillful players
are reported to have more fun and get more engaged
than inexperienced players, especially in MMORG
or simulation games (Bluemink et al., 2010; Keebler
et al., 2010).
3.2.5 DGBL Effectiveness & Evaluation
Tools
The evaluation of DGBL effectiveness along the
four major axes or objectives and the evaluation
results obtained, as summarized in the previous
paragraphs, depend critically on the evaluation tools
employed to this end. It is generally accepted that
not all tools are equally suitable for all objectives.
Pre- and post-tests, for example, have been pointed
out as the most appropriate tool for the evaluation of
cognitive domain learning outcomes as early as the
1960’s especially within an experimental design
with an experimental (DGBL) and a control (no
DGBL) group (Campbell et al., 1963).
Questionnaires are considered to serve better
evaluation of affective outcomes such as motivation
and metacognition while qualitative tools such as
observation or interviews are employed across all
objectives, if practically feasible.
The 87 reviewed research works have been
analysed as to the evaluation tools employed for
each of their objectives. Given the variety of existing
tools and evaluation plans, the following 10 tools or
classes of similar tools have been listed during the
analysis step:
1. Pre- and post-intervention knowledge
test/Questionnaire,
2. Only pre-intervention knowledge
test/Questionnaire,
3. Only post-intervention knowledge
test/Questionnaire,
4. Intermediate knowledge test/Questionnaire,
5. Delayed (follow-up) evaluation activity/test,
6. Class observation, field notes, teacher diary,
7. Audiovisual recording,
8. Structured interviews/focus group discussions
with students,
9. Structured interview or discussion with the
class teacher, and
10. Stealth assessment (scores in this game/in
other games).
The evaluation tools employed for the evaluation
of the cognitive domain learning outcomes obtained
via DGBL are given in Table 13.
Among the evaluation tools reported in Table 13,
the pre- and post-tests are clearly dominant as they
are used in practically all 65 cases, except for the 3
cases which fail to report on their tools. These tools
represent the ‘sampling’ approach to evaluation.
Class observation, observation sheets and teacher
diaries along with video recording (1 case) are
employed by practically 1 in every 4 cases(24.62%).
These tools represent the ‘longitudinal’ approach to
evaluation that is much more demanding; hence, the
lower frequency of use. Stealth evaluation (direct
use of the game scores to grade the student) is also
very popular (13.85%) as it is an automatic
byproduct of game play. Follow-up tests are also
CSEDU 2022 - 14th International Conference on Computer Supported Education
380
Table 13: Summarized results on the tools employed for
the evaluation of Cognitive Domain Learning Outcomes
obtained via DGBL.
The tools employed for the
evaluation of Cognitive Domain
Learning Outcomes obtained via
DGBL
Nr. of works
(%)
Pre- and post-intervention
knowledge test / Questionnaire
52 (80.00%)
Only pre-intervention knowledge
test / Questionnaire
5 (7,69%)
Only post-intervention knowledge
test / Questionnaire
5 (7,69%)
Intermediate knowledge test /
Questionnaire
2 (3.08%)
Delayed (follow-up) evaluation
activity/test
5 (7.69%)
Class observation, field notes,
teacher diary
16 (24.62%)
Audiovisual recording 1 (1.54%)
Structured interviews / focus group
discussions with students
11 (16.92%)
Structured interview or discussion
with the class teacher
2 (3.08%)
Stealth assessment (scores in this
game/in other games)
9 (13.85%)
Fail to report 3 (4.62%)
Total Relevant Cases 65 (100.00%)
used to some extent (7.69%). It is interesting that, on
top of these tools, interviews and discussions with
students are also held in numerous cases (16.92%).
The picture is almost reversed when examining
the tools employed for the evaluation of DGBL
effectiveness in social skills development (Table
14). The longitudinal approach with class
observation, observation sheets, teacher diaries and
audiovisual recordings is dominant (57.14% plus
14.29%) followed by interviews with the students
that also very popular (42.86%). Pre- / post- /
intermediate or follow-up tests are scarcely used, as
they are not matched to social skills evaluation.
The tools employed for the evaluation of the
affective / metacognitive outcomes obtained via
DGBL are given in Table 15.
Post-intervention questionnaires dominate the
affective outcomes evaluation results with 51.11%.
Knowledge tests are not used here at all. Pre- and
post-intervention questionnaires are also popular
(26.67%). Interviews with students (35.56%) and
teachers (40.00%) are in regular use. This is clearly
a back-loaded process, where information obtained
before the intervention has limited value.
Table 14: Summarized results on the tools employed for
the evaluation of the Social Skills developed via DGBL.
The tools employed for the
evaluation of Social Skills developed
via DGBL
Nr. of works
(%)
Pre- and post-intervention
knowledge test / Questionnaire
2 (9.52%)
Only pre-intervention knowledge
test / Questionnaire
1 (4.76%)
Only post-intervention knowledge
test / Questionnaire
3 (14.29%)
Intermediate knowledge test /
Questionnaire
0 (0.00%)
Delayed (follow-up) evaluation
activit
y
/test
1 (4.76%)
Class observation, field notes,
teacher diar
y
12 (57.14%)
Audiovisual recordin
g
3
(
14.29%
)
Structured interviews / focus group
discussions with students
9 (42.86%)
Structured interview or discussion
with the class teache
r
1 (4.76%)
Stealth assessment (scores in this
game/in other games)
0 (0.00%)
Fail to re
ort 2
(
9.52%
)
Total Relevant Cases 21
(
100.00%
)
Table 15: Summarized results on the tools employed for
the evaluation of the Affective/Metacognitive outcomes
obtained via DGBL.
The tools employed for the evaluation
of the Affective/Metacognitive
outcomes obtaine
d
via DGBL
Nr. of works
(%)
Pre- and post-intervention
knowled
g
e test / Questionnaire
12 (26.67%)
Only pre-intervention knowledge test
/ Questionnaire
1 (2.22%)
Only post-intervention knowledge
test / Questionnaire
23 (51.11%)
Intermediate knowledge test /
Questionnaire
0 (0.00%)
Delayed (follow-up) evaluation
activity/test
1 (2.22%)
Class observation, field notes,
teacher diar
y
16 (35.56%)
Audiovisual recordin
g
4
(
8.89%
)
Structured interviews / focus group
discussions with students
18 (40.00%)
Structured interview or discussion
with the class teache
r
5 (11.11%)
Stealth assessment (scores in this
g
ame/in other
g
ames
)
1 (2.22%)
Fail to re
ort 0
(
0.00%
)
Total Relevant Cases 45
(
100.00%
)
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381
The tools employed for the evaluation of the
experience of the learners while involved in DGBL
are given in Table 16.
Table 16: Summarized results on the tools employed for
the evaluation of the experience of the learners while
involved in DGBL.
The tools employed for the
evaluation of the experience of the
learners while involved in DGBL
Nr. of works
(%)
Pre- and post-intervention
knowledge test / Questionnaire
8 (15.38%)
Only pre-intervention knowledge
test / Questionnaire
3 (5.77%)
Only post-intervention knowledge
test / Questionnaire
19 (36.54%)
Intermediate knowledge test /
Questionnaire
0 (0.00%)
Delayed (follow-up) evaluation
activity/test
2 (3.85%)
Class observation, field notes,
teacher diary
16 (30.77%)
Audiovisual recording 4 (7.69%)
Structured interviews / focus group
discussions with students
20 (38.46%)
Structured interview or discussion
with the class teacher
4 (7.69%)
Stealth assessment (scores in this
game/in other games)
3 (5.77%)
Fail to report 5 (9.62%)
Total Relevant Cases 52 (100.00%)
As it can be seen in Table 16, the learner
experience is evaluated mostly by interviews with
the students (38.46%), post-intervention
questionnaires (36.54%), class observation,
observation sheets and teacher diaries (30.77%) and
audiovisual recordings (7.69%). Pre- and post-
intervention questionnaires are also employed
(15.38%). Stealth evaluation is also used to some
extent, as high scores in the game are considered to
be connected to high levels of engagement and
enjoyment.
4 CONCLUSIONS
A systematic review of recent (2017-2020) literature
is presented in the current study, aiming to report on
the effectiveness of DGBL for Primary Education
students along the axes of (i) cognitive domain
learning outcomes, (ii) social skills development,
(iii) affective / metacognitive / motivational
outcomes and, finally, (iv) student fun, enjoyment
and engagement.
The aim is to identify the issues and questions
recent relevant research focuses on in contrast to
those not given the deserved attention and effort.
Results show that recent research focuses primarily
on acquired knowledge and secondarily on fun and
engagement of students, as predicates of motivation
for learning.
Affective / metacognitive / motivational
outcomes are less researched despite the fact that
student motivation is the major reason for DGBL
(Garris et al., 2002).
Social skills development is certainly another
area deserving more attention, especially given the
collaborative nature of many games employed in
DGBL.
Finally, the learning theory and educational
method under which DGBL interventions are
designed and implemented are not mentioned or
justified in the vast majority of reviewed works an
alerting result that reveals a lack in solid theoretic
foundation of experimental research on the subject
and calls for further investigation.
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