Digital games and learning: a systematic review in the panorama of the emerging literature
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This research uses two lines of inquiry. The first responds to the need to map the international scientific production which has digital games and learning as its object. In this sense, the geographical distribution of the studies, their sector of origin and the impact they have on the scientific community are investigated. The second responds to the need to know what emotional, cognitive and behavioural effects originated from digital game-based learning (DGBL) are and what factors should be considered in the configuration and implementation of these games. The method used is that of the systematic review of the literature, carried out with reference to the PRISMA protocol. The results confirm the substantial positivity of learning through digital games, although some specific aspects call it into question, stimulating further research activity.