Digital Game-Based Learning Effectiveness in Formal Education: A Review

Authors

  • I Kadek Budi Sandika Institut Bisnis dan Teknologi Indonesia, Denpasar, Indonesia
  • I Nyoman Yoga Trisemarawima Institut Bisnis dan Teknologi Indonesia, Denpasar, Indonesia
  • Anggie Birda Ardelia Ghani Institut Bisnis dan Teknologi Indonesia, Denpasar, Indonesia

DOI:

https://doi.org/10.58982/f2zsaa84

Keywords:

Digital Game-Based Learning; Gamification; PRISMA; Systematic Literature Review; Educational Technology

Abstract

The 21st-century technological landscape has significantly transformed conventional education through the adoption of Digital Game-Based Learning (DGBL) and gamification. This study aims to conduct a systematic literature review using the PRISMA protocol to map publication trends, pedagogical effectiveness, ideal game mechanics, and research disparities across one hundred peer-reviewed journal articles published between 2014 and 2026. The findings reveal an exponential growth in publication volume, heavily dominated by contributions from Asia, Europe, and North America. Integrating core game elements such as points, leaderboards, badges, challenges, and narrative framing empirically enhances intrinsic motivation, long-term memory retention, and cognitive learning outcomes. Furthermore, this review identifies a noticeable research divide: computer science journals prioritize technical architectures and adaptive algorithms, whereas educational journals focus on psychopedagogical validation. Practical implications highlight the urgent need for interdisciplinary collaboration, teacher digital literacy programs, and equitable ICT infrastructure to support inclusive digital curricula.

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Published

2026-07-30

How to Cite

Digital Game-Based Learning Effectiveness in Formal Education: A Review. (2026). Krisnadana Journal, 5(3), 772-779. https://doi.org/10.58982/f2zsaa84

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