Date of Award

8-9-2025

Document Type

Non Thesis

Degree Name

Master of Arts in Education

Department

Education

Program

Educational Technology

Capstone Instructor

Mandy Kasowicz

Second Reader

Diane Harr

Keywords

digital game-based learning, engagement, enjoyment, differentiation, academic achievement

Abstract

Online learning games have become increasingly common with the rise in use of technology in the classroom. The purpose of this paper was to examine the use of digital game-based learning in the general education setting, with a focus primarily on how digital game-based learning impacts students’ achievement at the elementary level. The resources analyzed were a mixture of qualitative, quantitative, quasi-experimental, and mixed-method studies, all focused on how student achievement is impacted by the use of digital game-based learning. The conclusion of this paper found that digital game-based learning has a significant impact on student enjoyment and engagement (Nadeem et al., 2023). Digital game-based learning was also found to be helpful with students because of the appropriate challenges and differentiation it provides (Bang et al., 2023). The majority of research found that digital game-based learning helped students in their academic performance (Bang et al., 2023; Hulse et al., 2019; Hwa, 2018; Yeh et al., 2019). As educators think about implementing digital game-based learning in their classroom, they need to be mindful about how it impacts student learning.

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