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.