Objectives The purpose of this study is to explore and analyze the factors determining the impact of game-based learning on the spiritual maturity of Christian university students.
 Methods To achieve this, Christian university students in Daegu Metropolitan City were selected. From December 2022 to February 2023, a Minecraft-based educational program on the life of Jesus was conducted, followed by interviews. The collected data were analyzed using the Consensual Qualitative Research (CQR) method.
 Results The analysis yielded three domains, 14 categories, and 35 core concepts. The main findings are as follows. Firstly, game-based learning impacted the cognitive aspects of faith maturity, including understanding of Jesus's life and ministry, geographical, historical, and sociocultural knowledge of the time of Jesus, and integrated comprehension of the Bible. Secondly, game-based learning influenced the emotional aspects of faith maturity, including feelings of gratitude towards Jesus, remorse, love, reflection on faith, and shame. Thirdly, game-based learning was found to be effective in the volitional aspects of faith maturity, such as following the life and teachings of Jesus, examining and improving one's faith life, reading the Bible, loving one's neighbor, and exploring places of faith.
 Conclusions This study confirmed that game-based learning, still in its initial stages in the field of Christian education, can become an asset to Christian education by exploring the impact it has on learners' spiritual maturity through university students who have experienced game-based learning. It is also expected to serve as basic material for expanding and developing the realm of Christian education research. Finally, the study offers suggestions and directions for follow-up research.
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