ISSN: 2226-6348
Open access
This study aims to examine the function and impact of the use of technology tools in game-based learning through a systematic literature review from 2019 to 2023. The primary objective of this study is to identify the functions of technology tools used in game-based learning and to determine their impact on student achievement and learning effectiveness. The PRISMA methodology was employed to identify, screen, and select relevant articles from the Web of Science, Scopus, and Science Direct databases. A total of 14 articles were selected for analysis based on specific criteria. The study results show that technology tools such as Scratch, Lego Mindstorms, Augmented Reality, Flash animation, video games, Virtual Reality (VR), and interactive quizzes like Kahoot and Quizizz play various roles in game-based learning. The main functions of these tools include content creation, simulation, interactive learning, and assessment. The study found that the use of these technology tools not only increased student motivation but also improved their academic performance, particularly in subjects like programming, science, and language. Game-based learning combined with technology has proven to offer a more enjoyable and interactive learning experience, while also helping to develop critical skills such as critical thinking and problem-solving. In conclusion, this study recommends that technology tools continue to be integrated into the learning process to harness the potential for more holistic and effective learning.
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