Abstract

In recent years, the use of digital game-based learning (DGBL) in the early childhood learning process has been growing. Recent research shows that DGBL has the potential to create new forms of childhood learning, it is not yet clear how applications can affect young students' learning. There are also not sufficient studies to analyze the significant features of DGBL in this area in early childhood. Therefore, to better understand the impact on childhood DGBL education, this article reviews the systematic literature. This review analyzes 37 articles in this area. In this paper, PRISMA's principles analysis of studies on the characteristics of DGBL technology has been used. The classification focuses on four areas: the objectives of current studies, the impact of technology use on children's learning, learning theories, and assessment methods in DGBL applications. The results of this study show that the use of DGBL can have an active effect on strengthening thinking skills and learning in childhood. This article examines the evolution of this evolving technology, the challenges, and issues posed by DGBL, and discusses how it can be useful for younger students to learn and do more research. This study provides insight for researchers, game designers, and developers in the field of DGBL.

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.