Abstract

Game-based learning, both in the form of serious games and gamification, has developed rapidly and penetrated various fields of science and it is believed by some that it can increase the human ability to learn various things, increase the effectiveness and efficiency of a job, collaboration, and positive attitudes. To be able to choose the right game as needed, a summary of knowledge about the game and its application is needed. However, to see more broadly the application of the game in various fields and the various aspects that accompany it, it takes time and effort to study and summarize it from the various existing literature, which is sometimes difficult for those who have a busy life. For this reason, in this study, a brief systematic literature review was carried out on the application of games based on several aspects using the latest literature using the DICARe method. Several research questions were asked to be answered through this literature review. The results show that the most widely proposed research objective is to study the effects of serious play or gamification in the learning field. However, there is another research objective, which is to help detect fake content, which, although it seems less significant, is very relevant to today's human life who is fond of social media. Furthermore, the area most discussed is the field of subject learning in classrooms and the most widely used assessment parameter is user experience. No type of play is overly dominant with the ratio between multi-player and single-player being 57:43. This shows that the type of game chosen to use really depends on the goals to be achieved. The results of this study are expected to provide insight and become a reference for readers in developing game-based methods.

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