TY - JOUR
T1 - Trends in digital game-based learning in the mobile era
T2 - A systematic review of journal publications from 2007 to 2016
AU - Chang, Ching Yi
AU - Hwang, Gwo Jen
N1 - Publisher Copyright:
© 2019 Inderscience Enterprises Ltd.
Copyright:
Copyright 2020 Elsevier B.V., All rights reserved.
PY - 2019
Y1 - 2019
N2 - The application of mobile learning and the use of game-based instructional strategies have been demonstrated as promoting students' learning performances and motivation. Over the past decade, many researchers and educators have integrated mobile technology and the features of gaming into their instructional designs; however, there has been little systematic review of the applications and trends in mobile technology-supported gaming. In the present study, related international journal publications from 2007 to 2016 were reviewed by searching the WOS database. The aim of this literature review was to highlight the research domain and issues of promoting gamebased learning in future mobile technology. Based on this review, trends in mobile game-based learning are proposed from various aspects, such as the adoption of mobile technologies, gaming types, application domains, learning strategies, research issues, research methods, and participants. Accordingly, several suggestions are given for future studies.
AB - The application of mobile learning and the use of game-based instructional strategies have been demonstrated as promoting students' learning performances and motivation. Over the past decade, many researchers and educators have integrated mobile technology and the features of gaming into their instructional designs; however, there has been little systematic review of the applications and trends in mobile technology-supported gaming. In the present study, related international journal publications from 2007 to 2016 were reviewed by searching the WOS database. The aim of this literature review was to highlight the research domain and issues of promoting gamebased learning in future mobile technology. Based on this review, trends in mobile game-based learning are proposed from various aspects, such as the adoption of mobile technologies, gaming types, application domains, learning strategies, research issues, research methods, and participants. Accordingly, several suggestions are given for future studies.
KW - computerassisted learning
KW - digital game-based learning
KW - educational games
KW - mobile apps
KW - mobile devices
KW - mobile games
KW - mobile learning
KW - technology-enhanced learning
KW - ubiquitous learning
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UR - http://www.scopus.com/inward/citedby.url?scp=85058072469&partnerID=8YFLogxK
U2 - 10.1504/IJMLO.2019.096468
DO - 10.1504/IJMLO.2019.096468
M3 - Article
AN - SCOPUS:85058072469
SN - 1746-725X
VL - 13
SP - 68
EP - 90
JO - International Journal of Mobile Learning and Organisation
JF - International Journal of Mobile Learning and Organisation
IS - 1
ER -