LITERATURE REVIEW
Learn biology using digital game-based learning: A systematic literature review
More details
Hide details
1
Department of Biology, Faculty of Mathematics and Natural Sciences, Universitas Negeri Malang, Malang, INDONESIA
2
Biology Education Program, Faculty of Biology, Universitas Kristen Satya Wacana, Salatiga, INDONESIA
3
Department of Chemistry, Faculty of Mathematics and Natural Sciences, Universitas Negeri Malang, Malang, INDONESIA
4
Department of Earth Sciences, National Taiwan Normal University, 88, Section 4, Ting-Jou Rd., Taipei 116, TAIWAN
5
Graduate Institute of Science Education, National Taiwan Normal University, 88, Section 4, Ting-Jou Rd., Taipei 116, TAIWAN
6
National Taiwan Science Education Center, Taipei, TAIWAN
Online publication date: 2024-05-30
Publication date: 2024-06-01
EURASIA J. Math., Sci Tech. Ed 2024;20(6):em2459
KEYWORDS
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.
REFERENCES (140)
1.
Abidin, Z., Sulthoni, & Susilaningsih. (2020). Development of game based learning biology course. In Proceedings of the 1st International Conference on Information Technology and Education (pp. 705-707). Atlantis Press.
https://doi.org/10.2991/assehr....
2.
Addy, T. M., Dube, D., Croft, C., Nardolilli, J. O., Paynter, O. C., Hutchings, M. L., Honsberger, M. J., & Reeves, P. M. (2018). Integrating a serious game into case-based learning. Simulation and Gaming, 49(4), 378-400.
https://doi.org/10.1177/104687....
3.
Adita, A. (2020). Trends of instructional research using biology game: A systematic review of the evidence during 2010-2019. In Proceedings of the 28th International Conference on Computers in Education (pp. 418-424).
4.
Adita, A., Ratnaningtyas, A., Nugraheni, E., & Srisawasdi, N. (2021). Game-based biology learning: A systematic review of the literature during 2010-2019. Journal of Education Khon Kaen University, 44(2).
5.
Aguilera, E., & de Roock R. (2022). Digital game-based learning: Foundations, applications, and origins of digital game-based learning and related terms. Oxford Research Encyclopedias.
https://doi.org/10.1093/acrefo....
6.
Aivelo, T., & Uitto, A. (2016). Digital gaming for evolutionary biology learning: The case study of parasite race, an augmented reality location-based game. Lumat, 4(1), 1-26.
https://doi.org/10.31129/LUMAT....
7.
Alexiou, A. (2018). Digital game elements, user experience and learning: A conceptual framework. Education and Information Technologies, 23(6), 2545-2567.
https://doi.org/10.1007/s10639....
8.
All, A., Castellar, E. P. N., & Looy, J. Van. (2013). A systematic literature review of methodology used to measure effectiveness in digital game-based learning. In Proceedings of the 7th European Conference on Games Based Learning (pp. 607-616).
9.
Alrehaili, E. A., & Al Osman, H. (2022). A virtual reality role-playing serious game for experiential learning. Interactive Learning Environments, 30(5), 922-935.
https://doi.org/10.1080/104948....
10.
Antón-Solanas, I, Rodríguez-Roca, B., Urcola-Pardo, F., Anguas-Gracia, A., Satústegui-Dordá, P. J., Echániz-Serrano, E., & Subirón-Valera, A. B. (2022). An evaluation of undergraduate student nurses’ gameful experience whilst playing a digital escape room as part of a FIRST year module: A cross-sectional study. Nurse Education Today, 118, 105527.
https://doi.org/10.1016/j.nedt....
11.
Arztmann, M., Hornstra, L., Jeuring, J., & Kester, L. (2022). Effects of games in STEM education: A meta-analysis on the moderating role of student background characteristics. Studies in Science Education, 59(1), 109-145.
https://doi.org/10.1080/030572....
12.
Barwood, D., Smith, S., Miller, M., Boston, J., Masek, M., & Devine, A. (2020). Transformational game trial in nutrition education. Australian Journal of Teacher Education, 45(4), 18-29.
https://doi.org/10.14221/ajte.....
13.
Behnamnia, N. (2022). A review of using digital game-based learning for preschoolers. Journal of Computers in Education, 10, 603-636.
https://doi.org/10.1007/s40692....
14.
Bouris, A., Mancino, J., Jagoda, P., Hill, B. J., & Gilliam, M. (2016). Reinvigorating adolescent sexuality education through alternate reality games: The case of the source. Sex Education, 16(4), 353-367.
https://doi.org/10.1080/146818....
15.
Bouzid, T., Kaddari, F., Darhmaoui, H., & Bouzid, E. G. (2021). Enhancing math-class experience throughout digital game-based learning, the case of Moroccan elementary public schools. International Journal of Modern Education and Computer Science, 13(5), 1-13.
https://doi.org/10.5815/ijmecs....
16.
Brown, C. L., Comunale, M. A., Wigdahl, B., & Urdaneta-Hartmann, S. (2018). Current climate for digital game-based learning of science in further and higher education. FEMS Microbiology Letters, 365(21), fny237.
https://doi.org/10.1093/femsle....
18.
Carrera-Rivera, A., Ochoa, W., Larrinaga, F., & Lasa, G. (2022). How-to conduct a systematic literature review: A quick guide for computer science research. MethodsX, 9, 101895.
https://doi.org/10.1016/j.mex.....
19.
Casanoves, M., Salvadó, Z., González, Á., Valls, C., & Novo, M. T. (2017). Learning genetics through a scientific inquiry game. Journal of Biological Education, 51(2), 99-106.
https://doi.org/10.1080/002192....
20.
Casanoves, M., Solé-llussà, A., Haro, J., Gericke, N., Casanoves, M., Valls, C., Solé-llussà, A., & Haro, J. (2022). Assessment of the ability of game-based science learning to enhance genetic understanding enhance genetic understanding. Research in Science & Technological Education, 41(4), 1496-1518.
https://doi.org/10.1080/026351....
21.
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....
22.
Chang, S. C., & Hwang, G. J. (2017). Development of an effective educational computer game based on a mission synchronization-based peer-assistance approach. Interactive Learning Environments, 25(5), 667-681.
https://doi.org/10.1080/104948....
23.
Chau, D., Yong, W., & Huang, M. (2023). Exploring the influence of competition and collaboration on learning performance in digital game‑based learning. Educational Technology Research and Development, 71, 1547-1565.
https://doi.org/10.1007/s11423....
24.
Chen, C. C. (2021). The effect of digital game-based learning on learning motivation and performance under social cognitive theory and entrepreneurial thinking. Frontiers in Psychology, 12.
https://doi.org/10.3389/fpsyg.....
25.
Chen, C.-H., Shih, C.-C., & Law, V. (2020). The effects of competition in digital game-based learning (DGBL): A meta-analysis. Educational Technology Research and Development, 68(4), 1855-1873.
https://doi.org/10.1007/s11423....
26.
Chen, M.-B., Wang, S.-G., Chen, Y.-N., Chen, X.-F., & Lin, Y.-Z. (2020). A preliminary study of the influence of game types on the learning interests of primary school students in digital games. Education Sciences, 10(4), 96.
https://doi.org/10.3390/educsc....
27.
Chen, S. W., Yang, C. H., Huang, K. S., & Fu, S. L. (2019). Digital games for learning energy conservation: A study of impacts on motivation, attention, and learning outcomes. Innovations in Education and Teaching International, 56(1), 66-76.
https://doi.org/10.1080/147032....
28.
Chen, Y.-C. (2017). Empirical study on the effect of digital game-based instruction on students’ learning motivation and achievement. EURASIA Journal of Mathematics, Science and Technology Education, 13(7), 3177-3187.
https://doi.org/10.12973/euras....
29.
Cheng, M. T., Chou, W. C., Hsu, M. E., & Cheng, F. C. (2022). Blending educational gaming with physical experiments to engage high school students in inquiry-based learning. Journal of Biological Education.
https://doi.org/10.1080/002192....
30.
Chin, J.-C., & Tsuei, M. (2014). A multi-modal digital game-based learning environment for hospitalized children with chronic illnesses. Educational Technology and Society, 17(4), 366-378.
31.
Christopoulos, A., Mystakidis, S., Cachafeiro, E., & Laakso, M. J. (2022). Escaping the cell: Virtual reality escape rooms in biology education. Behavior & Information Technology, 42(9), 1434-1451.
https://doi.org/10.1080/014492....
32.
Ciloglu, T., & Ustun, A. B. (2023). The effects of mobile AR-based biology learning experience on students’ motivation, self‐efficacy, and attitudes in online learning. Journal of Science Education and Technology, 32, 309-337.
https://doi.org/10.1007/s10956....
33.
Cole, M., & Stewart, K. (2017). ‘A new life in the countryside awaits’*: Interactive lessons in the rural utopia in ‘farming’ simulation games. Discourse, 38(3), 402-415.
https://doi.org/10.1080/015963....
34.
Culp, K. M. M., Martin, W., Clements, M., & Lewis Presser, A. (2015). Testing the impact of a pre-instructional digital game on middle-grade students’ understanding of photosynthesis. Technology, Knowledge and Learning, 20(1), 5-26.
https://doi.org/10.1007/s10758....
35.
Dabbous, M., Kawtharani, A., Fahs, I., Hallal, Z., Shouman, D., Akel, M., Rahal, M., & Sakr, F. (2022). The role of game-based learning in experiential education: Tool validation, motivation assessment, and outcomes evaluation among a sample of pharmacy students. Education Sciences, 12(7), 434.
https://doi.org/10.3390/educsc....
36.
de Almeida, L. G., Pasternak Taschner, N., & Lellis-Santos, C. (2021). Outbreak! An online board game that fosters collaborative learning of viral diseases. Journal of Microbiology & Biology Education, 22(1), 10-13.
https://doi.org/10.1128/jmbe.v....
37.
de la Vega, G. J., Falconaro, A. C., Soria, L., & Corley, J. C. (2022). Integrated pest management education: A video-game to improve management of drosophila Suzuki, soft-skin fruit pest. Neotropical Entomology, 51(5), 801-807.
https://doi.org/10.1007/s13744....
38.
Elsherbiny, M. M. K., & Raya, R. H. (2021). Game-based learning through mobile phone apps: Effectively enhancing learning for social work students. Social Work Education, 40(3), 315-332.
https://doi.org/10.1080/026154....
39.
Erhel, S., & Jamet, E. (2013). Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers & Education, 67, 156-167.
https://doi.org/10.1016/j.comp....
40.
Ewell, P. J., Quist, M. C., Øverup, C. S., Watkins, H., & Guadagno, R. E. (2020). Catching more than pocket monsters: Pokémon Go’s social and psychological effects on players. Journal of Social Psychology, 160(2), 131-136.
https://doi.org/10.1080/002245....
41.
Falloon, G. (2020). From digital literacy to digital competence: The teacher digital competency (TDC) framework. Educational Technology Research and Development, 68(5), 2449-2472.
https://doi.org/10.1007/s11423....
42.
Felszeghy, S., Pasonen-seppänen, S., Koskela, A., Nieminen, P., Härkönen, K., Paldanius, K. M. A., Gabbouj, S., Ketola, K., Hiltunen, M., Lundin, M., Haapaniemi, T., Sointu, E., Bauman, E. B., Gilbert, G. E., Morton, D., & Mahonen, A. (2019). Using online game-based platforms to improve student performance and engagement in histology teaching. BMC Medical Education, 19, 273.
https://doi.org/10.1186/s12909....
43.
Fernández-Batanero, J. M., Montenegro-Rueda, M., Fernández-Cerero, J., & García-Martínez, I. (2022). Digital competences for teacher professional development: Systematic review. European Journal of Teacher Education, 45(4), 513-531.
https://doi.org/10.1080/026197....
44.
Foss, B., Løkken, A., Leland, A., Stordalen, J., Mordt, P., & Oftedal, B. F. (2014). Digital game-based learning: A supplement for medication calculation drills in nurse education. E-Learning and Digital Media, 11(4), 342-349.
https://doi.org/10.2304/elea.2....
45.
Fu, Q. K., Zou, D., Xie, H., Cheng, G., & Hwang, G. J. (2022). Effects of a collaborative design approach on pre-service teachers’ ability of designing for learning with a digital game. Education and Information Technologies, 27(4), 5641-5664.
https://doi.org/10.1007/s10639....
46.
Gauthier, A., Corrin, M., & Jenkinson, J. (2015). Exploring the influence of game design on learning and voluntary use in an online vascular anatomy study aid. Computers & Education, 87, 24-34.
https://doi.org/10.1016/j.comp....
47.
Go, M., Golbin, R. A., Velos, S., Dayupay, J., Dionaldo, W., Cababat, F., Bongo, M., Troussas, C., & Ocampo, L. (2022). Evaluating digital mathematical games in improving the basic mathematical skills of university students. International Journal of Mathematical Education in Science and Technology, 55(4), 899-921.
https://doi.org/10.1080/002073....
48.
Guan, X., Sun, C., Hwang, G. J, Xue, K., & Wang, Z. (2022). Applying game-based learning in primary education: A systematic review of journal publications from 2010 to 2020. Interactive Learning Environments, 32(2), 534-556.
https://doi.org/10.1080/104948....
49.
Hacioglu, Y., & Donmez Usta, N. (2020). Digital game design-based STEM activity: Biodiversity example. Science Activities, 57(1), 1-15.
https://doi.org/10.1080/003681....
50.
Haddaway, N. R., Page, M. J., Pritchard, C. C., & McGuinness, L. A. (2022). PRISMA2020: An R package and Shiny app for producing PRISMA 2020-compliant flow diagrams, with interactivity for optimized digital transparency and open synthesis. Campbell Systematic Reviews, 18(2), e1230.
https://doi.org/10.1002/cl2.12....
51.
Hartt, M., Hosseini, H., & Mostafapour, M. (2020). Game on: Exploring the effectiveness of game-based learning. Planning Practice and Research, 35(5), 589-604.
https://doi.org/10.1080/026974....
52.
Hawkins, W. D., Grush, E. R., & Klionsky, D. J. (2023). The world’s first (and probably last) autophagy video game. Autophagy, 19(1), 352-357.
https://doi.org/10.1080/155486....
53.
Hou, X., Nguyen, H. A., Richey, J. E., Harpstead, E., Hammer, J., & McLaren, B. M. (2022). Assessing the effects of open models of learning and enjoyment in a digital learning game. International Journal of Artificial Intelligence in Education, 32(1), 120-150.
https://doi.org/10.1007/s40593....
54.
Howard, S., Buttke, D. E., Lovejoy, T. E., Clark, K. A., Ashby, E. J., & Alonso Aguirre, A. (2021). The loop trail “quest”: Use of a choice-based digital simulation, an interactive video, and a booklet to communicate and analyze decision-making of park visitors. Environmental Communication, 15(8), 1025-1044.
https://doi.org/10.1080/175240....
55.
Huang, Y. M., Huang, S. H., & Wu, T. T. (2014). Embedding diagnostic mechanisms in a digital game for learning mathematics. Educational Technology Research and Development, 62(2), 187-207.
https://doi.org/10.1007/s11423....
56.
Hwang, G J. (2020). Facilitating decision-making performances in nursing treatments: A contextual digital game-based flipped learning approach. Interactive Learning Environments, 31(1), 156-171.
https://doi.org/10.1080/104948....
57.
Hwang, G. J., & Chen, C. H. (2016). Influences of an inquiry-based ubiquitous gaming design on students’ learning achievements, motivation, behavioral patterns, and tendency towards critical thinking and problem solving. British Journal of Educational Technology, 48(4), 950-971.
https://doi.org/10.1111/bjet.1....
58.
Ibharim, L. F. M. (2019). Development of rubric to measure children’s 21st century skills in digital game-based learning. Universal Journal of Educational Research, 7(10), 7-12.
https://doi.org/10.13189/ujer.....
59.
Ishak, S. A., Hasran, U. A., & Din, R. (2023). Media education through digital games: A review on design and factors influencing learning performance. Education Sciences, 13(2), 102.
https://doi.org/10.3390/educsc....
60.
Janakiraman, S., Watson, S. L., & Watson, W. R. (2018). Using game-based learning to facilitate attitude change for environmental sustainability. Journal of Education for Sustainable Development, 12(2), 176-185.
https://doi.org/10.1177/097340....
61.
Kahila, J., Valtonen, T., Tedre, M., Mäkitalo, K., & Saarikoski, O. (2020). Children’s experiences on learning the 21st century skills with digital games. Games and Culture, 15(6), 685-706.
https://doi.org/10.1177/155541....
62.
Kalogiannakis, M., Papadakis, S., & Zourmpakis, A. I. (2021). Gamification in science education. A systematic review of the literature. Education Sciences, 11(1), 22.
https://doi.org/10.3390/educsc....
63.
Kanyapasit, P., & Srisawasdi, N. (2014). Development of Digital game-based biology learning experience on cell cycle through DSLM instructional approach. In Proceedings of the 22nd International Conference on Computers in Education (pp. 857-866).
64.
Kao, C. W. (2020). The effect of a digital game-based learning task on the acquisition of the English article system. System, 95, 102373.
https://doi.org/10.1016/j.syst....
65.
Khan, A., Ahmad, F. H., & Malik, M. M. (2017). Use of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference. Education and Information Technologies, 22(6), 2767-2804.
https://doi.org/10.1007/s10639....
66.
Kim, S. (2022). Two-phase wireless bandwidth allocation scheme based on cooperative game solutions. Wireless Personal Communications, 127(4), 3061-3077.
https://doi.org/10.1007/s11277....
68.
Klit, K. J. M., Nielsen, C. K., & Stege, H. (2020). Iterative development of a digital game-based learning concept: Introduction of veterinary herd health management in a virtual pig herd. Journal of Veterinary Medical Education, 47(4), 523-531.
https://doi.org/10.3138/JVME.0....
69.
Kostenius, C., Hallberg, J., & Lindqvist, A. K. (2018). Gamification of health education: Schoolchildren’s participation in the development of a serious game to promote health and learning. Health Education, 118(4), 354-368.
https://doi.org/10.1108/HE-10-....
70.
Kurniati, E., Suwono, H., Ibrohim, I., Suryadi, A., & Saefi, M. (2022). International scientific collaboration and research topics on STEM education: A systematic review. EURASIA Journal of Mathematics, Science and Technology Education, 18(4), em2095.
https://doi.org/10.29333/ejmst....
71.
Lam, J. T., Gutierrez, M. A., Goad, J. A., Odessky, L., & Bock, J. (2019). Use of virtual games for interactive learning in a pharmacy curriculum. Currents in Pharmacy Teaching and Learning, 11(1), 51-57.
https://doi.org/10.1016/j.cptl....
72.
Lawson, D. F., Stevenson, K. T., Peterson, M. N., Carrier, S. J., Seekamp, E., & Strnad, R. (2019). Evaluating climate change behaviors and concern in the family context. Environmental Education Research, 25(5), 678-690.
https://doi.org/10.1080/135046....
73.
Lee, Y. N., & Zhu, M. (2022). Digital game-based learning can develop students’ literacy skills and meet learning standards in the US. Computers in the Schools, 39(3), 274-296.
https://doi.org/10.1080/073805....
74.
Leith, A. P., Ratan, R. A., & Wohn, D. Y. (2016). The (de-)evolution of evolution games: A content analysis of the representation of evolution through natural selection in digital games. Journal of Science Education and Technology, 25(4), 655-664.
https://doi.org/10.1007/s10956....
75.
Li, F.-Y., Hwang, G.-J., Chen, P.-Y., & Lin, Y.-J. (2021). Effects of a concept mapping-based two-tier test strategy on students’ digital game-based learning performances and behavioral patterns. Computers & Education, 173, 104293.
https://doi.org/10.1016/j.comp....
76.
Li, K., Peterson, M., & Wang, Q. (2022). Out-of-school language learning through digital gaming: A case study from an activity theory perspective. Computer Assisted Language Learning.
https://doi.org/10.1080/095882....
77.
Li, Y., Xu, Z., Hao, Y., Xiao, P., & Liu, J. (2022). Psychosocial impacts of mobile game on K12 students and trend exploration for future educational mobile games. Frontiers in Education, 7.
https://doi.org/10.3389/feduc.....
78.
Lin, C.-S., & Yang, C.-C. (2023). Evaluation of a digital game for teaching behavioral aspects of clinical communication in dentistry. BMC Medical Education, 23, 78.
https://doi.org/10.1186/s12909....
79.
Lookadoo, K. L., Bostwick, E. N., Ralston, R., Elizondo, F. J., Wilson, S., Shaw, T. J., & Jensen, M. L. (2017). “I forgot I wasn’t saving the world”: The use of formative and summative assessment in instructional video games for undergraduate biology. Journal of Science Education and Technology, 26(6), 597-612.
https://doi.org/10.1007/s10956....
80.
Luo, Z. (2022). Gamification for educational purposes: What are the factors contributing to varied effectiveness? Education and Information Technologies, 27(1), 891-915.
https://doi.org/10.1007/s10639....
81.
Maddison, J. A., Kržić, M., Simard, S., Adderly, C., & Khan, S. (2018). Shroomroot: An action-based digital game to enhance postsecondary teaching and learning about mycorrhizae. American Biology Teacher, 80(1), 11-20.
https://doi.org/10.1525/abt.20....
82.
Mengist, W., Soromessa, T., & Legese, G. (2020). Method for conducting systematic literature review and meta-analysis for environmental science research. MethodsX, 7, 100777.
https://doi.org/10.1016/j.mex.....
83.
Molero, A., Calabrò, M., Vignes, M., Gouget, B., & Gruson, D. (2021). Sustainability in healthcare: Perspectives and reflections regarding laboratory medicine. Annals of Laboratory Medicine, 41(2), 139-144.
https://doi.org/10.3343/alm.20....
84.
Noroozi, O. (2018). Considering students’ epistemic beliefs to facilitate their argumentative discourse and attitudinal change with a digital dialogue game. Innovations in Education and Teaching International, 55(3), 357-365.
https://doi.org/10.1080/147032....
85.
Novoseltseva, D., Lelardeux, C. P., & Jessel, N. (2022). Examining students’ behavior in a digital simulation game for nurse training. International Journal of Serious Games, 9(4), 3-24.
https://doi.org/10.17083/ijsg.....
86.
Oliver, J. S., Hodges, G. W., Moore, J. N., Cohen, A., Jang, Y., Brown, S. A., Kwon, K. A., Jeong, S., Raven, S. P., Jurkiewicz, M., & Robertson, T. P. (2019). Supporting high school student accomplishment of biology content using interactive computer-based curricular case studies. Research in Science Education, 49(6), 1783-1808.
https://doi.org/10.1007/s11165....
87.
Page, M. J., Moher, D., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Brennan, S. E., Chou, R., Glanville, J., Grimshaw, J. M., Hróbjartsson, A., Lalu, M. M., Li, T., Loder, E. W., Mayo-Wilson, E., McDonald, S., …, & McKenzie, J. E. (2021). PRISMA 2020 explanation and elaboration: Updated guidance and exemplars for reporting systematic reviews. BMJ, 372, n160.
https://doi.org/10.1136/bmj.n1....
88.
Perry, J., & Klopfer, E. (2014). UbiqBio: Adoptions and outcomes of mobile biology games in the ecology of school. Computers in the Schools, 31(1-2), 43-64.
https://doi.org/10.1080/073805....
89.
Polit, D. F., & Beck, C. T. (2010). Generalization in quantitative and qualitative research: Myths and strategies. International Journal of Nursing Studies, 47(11), 1451-1458.
https://doi.org/10.1016/j.ijnu....
90.
Pombo, L., & Marques, M. M. (2019). Improving students’ learning with a mobile augmented reality approach–The EduPARK game. Interactive Technology and Smart Education, 16(4), 392-406.
https://doi.org/10.1108/ITSE-0....
91.
Price, C. A., Gean, K., Christensen, C. G., Beheshti, E., Pernot, B., Segovia, G., Person, H., Beasley, S., & Ward, P. (2016). Casual games and casual learning about human biological systems. Journal of Science Education and Technology, 25(1), 111-126.
https://doi.org/10.1007/s10956....
92.
Puttick, G. (2018). Building systems from Scratch: An exploratory study of students learning about climate change. Journal of Science Education and Technology, 27, 306-321.
https://doi.org/10.1007/s10956....
93.
Radhakrishnan, K., Toprac, P., O’Hair, M., Bias, R., Kim, M. T., Bradley, P., & MacKert, M. (2016). Interactive digital e-health game for heart failure self-management: A feasibility study. Games for Health Journal, 5(6), 366-374.
https://doi.org/10.1089/g4h.20....
94.
Razali, N. E. M., Ramli, R. Z., Mohamed, H., Mat Zin, N. A., Rosdi, F., & Mat Diah, N. (2022). Identifying and validating game design elements in serious game guideline for climate change. Heliyon, 8(1), e08773.
https://doi.org/10.1016/j.heli....
95.
Ristanto, R. H. (2022). Flipped classroom–Digital game-based learning (FC-DGBL): Enhancing genetics conceptual understanding of students in bilingual program. Journal of Turkish Science Education, 19(1), 328-348.
https://doi.org/10.36681/tused....
96.
Robinson, G. M., Hardman, M., & Matley, R. J. (2021). Using games in geographical and planning-related teaching: Serious games, edutainment, board games and role-play. Social Sciences & Humanities Open, 4(1), 100208.
https://doi.org/10.1016/j.ssah....
97.
Rosenheck, L., Cheng, M. T., Lin, C. Y., & Klopfer, E. (2021). Approaches to illuminate content-specific gameplay decisions using open-ended game data. Educational Technology Research and Development, 69(2), 1135-1154.
https://doi.org/10.1007/s11423....
98.
Roukouni, A., Lukosch, H., Verbraeck, A., & Zuidwijk, R. (2020). Let the game begin: Enhancing sustainable collaboration among actors in innovation ecosystems in a playful way. Sustainability, 12(20), 8494.
https://doi.org/10.3390/su1220....
99.
Sadler, T. (2013). Game-based curricula in biology classes: Differential effects among varying academic levels. Journal of Research in Science Teaching, 50(4), 479-499.
https://doi.org/10.1002/tea.21....
100.
Sadler, T. D. (2015). Learning biology through innovative curricula: A comparison of game- and nongame-based approaches. Science Education, 99(4), 696-720.
https://doi.org/10.1002/sce.21....
102.
Sardone, N. B., & Devlin-Scherer, R. (2010). Teacher candidate responses to digital games: 21st century skills development. Journal of Research on Technology in Education, 42(4), 409-425.
https://doi.org/10.1080/153915....
103.
Schneider, J., & Schaal, S. (2018). Location-based smartphone games in the context of environmental education and education for sustainable development: Fostering connectedness to nature with geo-games. Environmental Education Research, 24(11), 1597-1610.
https://doi.org/10.1080/135046....
104.
Silva, M. F. M., Martins, P. M., Mariano, D. C. B., Santos, L. H., Pastorini, I., Pantuza, N., Nobre, C. N., & de Melo-Minardi, R. C. (2019). Proteingo: Motivation, user experience, and learning of molecular interactions in biological complexes. Entertainment Computing, 29, 31-42.
https://doi.org/10.1016/j.entc....
105.
Skantz-Åberg, E., Lantz-Andersson, A., Lundin, M., & Williams, P. (2022). Teachers’ professional digital competence: An overview of conceptualizations in the literature. Cogent Education, 9(1), 2063224.
https://doi.org/10.1080/233118....
106.
Smiderle, R., Rigo, S. J., Marques, L. B., Peçanha de Miranda Coelho, J. A., & Jaques, P. A. (2020). The impact of gamification on students’ learning, engagement and behavior based on their personality traits. Smart Learning Environments, 7, 3.
https://doi.org/10.1186/s40561....
107.
Solé-Llussà, A. (2019). Annapurna expedition game: applying molecular biology tools to learn genetics. Journal of Biological Education, 53(5), 516-523.
https://doi.org/10.1080/002192....
108.
Solé-Llussà, Anna, Aguilar, D., & Ibáñez, M. (2021). Video worked examples to promote elementary students’ science process skills: A fruit decomposition inquiry activity. Journal of Biological Education, 55(4), 368-379.
https://doi.org/10.1080/002192....
109.
Subhash, S. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192-206.
https://doi.org/10.1016/j.chb.....
110.
Supriana, I., Agustin, R. D., Bakar, M. A., & Zin, N. A. M. (2018). Serious games for effective learning. In Proceedings of the 2017 6th International Conference on Electrical Engineering and Informatics: Sustainable Society Through Digital Innovation (pp. 1-6).
https://doi.org/10.1109/ICEEI.....
111.
Suwono, H, Pratiwi, H. E., Susanto, H., & Susilo, H. (2017). Enhancement of students’ biological literacy and critical thinking of biology through socio-biological case-based learning. Jurnal Pendidikan IPA Indonesia, 6(2), 213-222.
https://doi.org/10.15294/jpii.....
112.
Suwono, H., Maulidia, L., Saefi, M., Kusairi, S., & Yuenyong, C. (2022). The development and validation of an instrument of prospective science teachers’ perceptions of scientific literacy. Eurasia Journal of Mathematics, Science and Technology Education, 18(1), em2068.
https://doi.org/10.29333/ejmst....
113.
Suwono, H., Permana, T., Saefi, M., & Fachrunnisa, R. (2021a). The problem-based learning (PBL) of biology for promoting health literacy in secondary school students. Journal of Biological Education, 00(00), 1-15.
https://doi.org/10.1080/002192....
114.
Suwono, H., Rofi’Ah, N. L., Saefi, M., & Fachrunnisa, R. (2021b). Interactive socio-scientific inquiry for promoting scientific literacy, enhancing biological knowledge, and developing critical thinking. Journal of Biological Education, 00(00), 1-16.
https://doi.org/10.1080/002192....
116.
Thornhill-Miller, B., Camarda, A., Mercier, M., Burkhardt, J.-M., Morisseau, T., Bourgeois-Bougrine, S., Vinchon, F., El Hayek, S., Augereau-Landais, M., Mourey, F., Feybesse, C., Sundquist, D., & Lubart, T. (2023). Creativity, critical thinking, communication, and collaboration: Assessment, certification, and promotion of 21st century skills for the future of work and education. Journal of Intelligence, 11(3), 54.
https://doi.org/10.3390/jintel....
117.
Timmis, S., & Williams, J. (2017). Playing the interdisciplinary game across education–Medical education boundaries: Sites of knowledge, collaborative identities and methodological innovations. International Journal of Research and Method in Education, 40(3), 257-269.
https://doi.org/10.1080/174372....
118.
Tsopra, R., Courtine, M., Sedki, K., Eap, D., Cabal, M., Cohen, S., Bouchaud, O., Mechaï, F., & Lamy, J. B. (2020). AntibioGame®: A serious game for teaching medical students about antibiotic use. International Journal of Medical Informatics, 136, 104074.
https://doi.org/10.1016/j.ijme....
119.
Tucker-raymond, E., Puttick, G., Cassidy, M., Harteveld, C., & Troiano, G. M. (2019). “I broke your game!”: Critique among middle schoolers designing computer games about climate change. International Journal of STEM Education, 6, 41.
https://doi.org/10.1186/s40594....
120.
Vlachopoulos, D. (2017). The effect of games and simulations on higher education: A systematic literature review. International Journal of Educational Technology in Higher Education, 14, 22.
https://doi.org/10.1186/s41239....
121.
von Kotzebue, L. (2022). Digital escape rooms as game-based learning environments: A study in sex education. Multimodal Technologies and Interaction, 6(2), 8.
https://doi.org/10.3390/mti602....
122.
von Kotzebue, L., Förtsch, C., Förtsch, S., & Neuhaus, B. J. (2022). Dealing with student errors in whole-class discussions of biology lessons at German secondary schools. International Journal of Science and Mathematics Education, 20(3), 459-480.
https://doi.org/10.1007/s10763....
124.
Wang, A., Thompson, M., Roy, D., Pan, K., Perry, J., Tan, P., Eberhart, R., & Klopfer, E. (2019). Iterative user and expert feedback in the design of an educational virtual reality biology game. Interactive Learning Environments, 30(4), 677-694.
https://doi.org/10.1080/104948....
125.
Wang, L. H. (2022). Effects of digital game-based STEM education on students’ learning achievement: A meta-analysis. International Journal of STEM Education, 9, 26.
https://doi.org/10.1186/s40594....
126.
Wang, X.-M., Wang, S.-M., Wang, J.-N., Hwang, G.-J., & Xu, S. (2022). Effects of a two-tier test strategy on students’ digital game-based learning performances and flow experience in environmental education. Journal of Educational Computing Research, 60(8), 1942-1968.
https://doi.org/10.1177/073563....
127.
Webb, A. (2015). Agriscience teachers’ implementation of digital game-based learning in an introductory animal science course. Journal of Science Education and Technology, 24(6), 888-897.
https://doi.org/10.1007/s10956....
128.
Wildan, A., Yau, C. D., Ng, E. M. W., Xiao, K., Liew, O. W., & Ng, T. W. (2020). Algae photosynthesis and respiration experimentation with physical and augmented reality modes. Journal of Biological Education, 56(2), 163-173.
https://doi.org/10.1080/002192....
129.
Wilson, C. D. (2018). Teacher implementation and the impact of game-based science curriculum materials. Journal of Science Education and Technology, 27(4), 285-305.
https://doi.org/10.1007/s10956....
130.
Wilson, E. (2018). ‘Diagrams of motion’: Stop-motion animation as a form of kinetic sculpture in the short films of Jan Švankmajer and the Brothers Quay. Animation, 13(2), 148-161.
https://doi.org/10.1177/174684....
131.
Wommer, F. G. B. (2021). Insects GO: A gaming activity for entomology teaching in middle school. Research in Science and Technological Education, 41(2), 581-595.
https://doi.org/10.1080/026351....
132.
Wu, M. L., Richards, K., & Saw, G. K. (2014). Examining a massive multiplayer online role-playing game as a digital game-based learning platform. Computers in the Schools, 31(1-2), 65-83.
https://doi.org/10.1080/073805....
133.
Xiao, Y., & Watson, M. (2019). Guidance on conducting a systematic literature review. Journal of Planning Education and Research, 39(1), 93-112.
https://doi.org/10.1177/073945....
134.
Yang, J. C. (2020). An investigation of game behavior in the context of digital game-based learning: An individual difference perspective. Computers in Human Behavior, 112, 106432.
https://doi.org/10.1016/j.chb.....
135.
Yang, Y. C. (2013). Empowering students through digital game authorship: Enhancing concentration, critical thinking, and academic achievement. Computers & Education, 68, 334-344.
https://doi.org/10.1016/j.comp....
136.
Yeo, C. L., Ho, S. K. Y., Tagamolila, V. C., Arunachalam, S., Bharadwaj, S. S., Poon, W. B., Tan, M. G., Edison, P. E., Yip, W. Y., Haium, A. A. A., Jayagobi, P. A., Vora, S. J., Khurana, S. K., Allen, J. C., & Lustestica, E. I. (2020). Use of web-based game in neonatal resuscitation–Is it effective? BMC Medical Education, 20, 170.
https://doi.org/10.1186/s12909....
137.
Yeo, J. H. (2022). Impact of gender and prior knowledge on learning performance and motivation in a digital game-based learning biology course. Educational Technology Research and Development, 70(3), 989-1008.
https://doi.org/10.1007/s11423....
138.
Yeo, J.-H., Cho, I.-H., Hwang, G.-H., & Yang, H.-H. (2022). Impact of gender and prior knowledge on learning performance and motivation in a digital game-based learning biology course. Educational Technology Research and Development, 70(3), 989-1008.
https://doi.org/10.1007/s11423....
139.
Yu, Y. T., & Tsuei, M. (2022). The effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy. Interactive Learning Environments, 31(10), 6113-6132.
https://doi.org/10.1080/104948....
140.
Zhang, F., & Kaufman, D. (2016). Physical and cognitive impacts of digital games on older adults: A meta-analytic review. Journal of Applied Gerontology, 35(11), 1189-1210.
https://doi.org/10.1177/073346....