The rapid development of information technology affects numerous aspects of human life, including education. An example of IT application in education is game-based learning. Game-based learning has been implemented in various fields or subjects on various platforms. This is due to the potential of game-based learning to enhance the student engagement in the learning process. Nevertheless, the effectiveness of this method is still needs to be studied further. This systematic literature review aimed to explore about game mechanics that applied on current game-based learning researches, accompanied by the trend of technological utilization in research paper published in this domain. This study covered 30 journal and conference proceeding papers published from 2012-2022. The review was conducted using the Kitchenham method. Selected papers were then analyzed to determine the engagement model used in each paper (Feedback Model, Incentive and Achievement Model and Progression Model). Findings included the trend of research in this field (technology applied to each research, online feature, study majors/subject) are displayed based on the time paper were published. The result of the study indicated that all previous research used at least one of the engagement models, with 12 papers using all three models. In terms of technology, it was found that the adoption of web-based technology has been increasing in recent years, including online features which have also increased, along with the study subjects that implemented game-based learning. In summary, game-based learning can be applied in a wide range of subjects and platforms with the support of its feature, making learning more flexible.
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