Play as a Learning Resource for Literacy Skills:

a Systematic Review

Authors

  • Ana Manzano-León University of Almería
  • Hajar Ait Abdellah Universidad de Jaén, UJA Jaén, España
  • Javier Rodríguez Moreno Universidad de Jaén, UJA Jaén, España
  • José Manuel Aguilar Parra Universidad de Almería, Almería, España

DOI:

https://doi.org/10.14571/brajets.v16.n4.914-926

Keywords:

Literacy, game, game-based learning, systematic review

Abstract

The main objective of this research is to analyze the impact of game-based learning on literacy. For this, following inclusion and exclusion criteria, a systematic review has been carried out in the Scopus, ScienceDirect, Researchgate and Web of Science databases with date restriction (2013/2023). A total of 10 articles met the inclusion criteria. The results show the game's effectiveness, showing benefits in the acquisition and development of literacy, as well as other benefits such as greater motivation and positive emotions at school. Lastly, it should be noted that there is still much to be researched on this strategy to take advantage of all the benefits it generates.

References

Al-Razgan, M. (2017). Afaneen: The Design and Evaluation of an Interactive Mobile Game to Enhance Arabic Spelling . Journal of Universal Computer Science, 23(12), 1172-1199.

Amorim, A. N., Jeon, L., Abel, Y., Albuquerque, E. X., Soares, M., Silva, V. C., & Oliveira, J. R. (2022). Escribo play learning games can foster early reading and writing for low-income kindergarten children. Computers y Education, 177. https://doi.org/10.1016/j.compedu.2021.104364

Boddy, C. R. (2016). Sample size for qualitative research. Qualitative Market Research: An International Journal, 19(4), 426-432. https://doi.org/10.1108/qmr-06-2016-0053

Castillo Calderón, A. C., & Chillogallo Ordóñez, J. E. (2022). La lúdica y la lectoescritura en el tercer grado de educación básica. Ciencia Latina Revista Científica Multidisciplinar, 6 (4), 4016-4030. https://doi.org/10.37811/cl_rcm.v6i4.2913

Chang, C., Shih, J. L., & Chang, C. K. (2016). A mobile instructional pervasive game method for language learning. Universal Access in the Information Society, 16(3), 653-665. https://doi.org/10.1007/s10209-016-0496-6

Cuasapud Morocho, J. J., & Maiguashca Quintana, M. I. (2023). Estrategias lúdicas para la mejora de la lectoescritura en alumnos de Educación General Básica. Revista Científica UISRAEL, 10(1), 151-165. https://doi.org/10.35290/rcui.v10n1.2023.694

Da Silva, G. C., Rodrigues, R. L., Amorim, A. N., Mello, R. F., & Oliveira, J. R. (2022). Game learning analytics can unpack Escribo play effects in preschool early reading and writing. Computers and Education Open, 3. https://doi.org/10.1016/j.caeo.2021.100066

Fernandes, K. T., Da Silva, E. H., Lucena, M. J. N. R., & De Souza, G. L. (2020). Developing Computational Thinking and Reading and Writing Skills through an Approach for Creating Games. 2020 IEEE Frontiers in Education Conference (FIE). https://doi.org/10.1109/fie44824.2020.9274065

Gil, J., y Prieto, I. (2019). Juego & gamificación: Innovación educativa en una sociedad en continuo cambio. Revista Ensayos Pedagógicos, 14(1), 91-121. https://doi.org/10.15359/rep.14-1.5

González, C. S. (2015). Estrategias para trabajar la creatividad en la Educación Superior: pensamiento de diseño, aprendizaje basado en juegos y en proyectos. RED. Revista de Educación a Distancia, 40, 7-22.

Infante-Villagrán, V. A., Maluenda-Albornoz, J. I., López-Angulo, Y., & Díaz-Mujica, A. (2022). Revisión Sistemática acerca del Efecto de la Ludificación de la Enseñanza en la Motivación de Estudiantes de Educación Superior. Revista Interuniversitaria de Formación del Profesorado, 97(36.3). https://doi.org/10.47553/rifop.v97i36.3.92641

Liberati A, Altman DG, Tetzlaff J, et al. (2009). La Declaración PRISMA para informar revisiones sistemáticas y Metaanálisis de estudios que evalúan intervenciones de atención en salud: explicación y elaboración. Revista de Epidemiología Clínica, 62(10): E1-E34. https://doi.org/10.1016/j.jclinepi.2009.06.006.

Manzano-León, A., Rodríguez-Ferrer, J. M., Aguilar-Parra, J. M., Fernández-Campoy, J. M., Trigueros, R., & Martínez-Martínez, A. M. (2022). Play and learn: Influence of gamification and game-based learning in the reading processes of secondary school students. Revista de Psicodidáctica, 27(1), 38-46. https://doi.org/10.1016/j.psicod.2021.07.001

Marques, L. B., & Das Graças de Souza, D. (2013). Behavioral Evaluation of Preference for Game-Based Teaching Procedures. International Journal of Game-Based Learning, 3(1), 51-62. https://doi.org/10.4018/ijgbl.2013010104

Martín, L. & Pastor, E. (2020). El aprendizaje basado en el juego como herramienta socioeducativa en contextos comunitarios vulnerables. Prisma Social, 30, 88-114.

Mendieta Toledo, L. B., Bermeo Muñoz, S. V., & Vera Reyes, J. E. (2018). Técnicas lúdicas en el aprendizaje de la lectoescritura. Espirales Revista Multidisciplinaria de investigación, 2(23). https://doi.org/10.31876/re.v2i23.388

Mera, A. I., & Delgado-Gonzembach, J. D. L. (2022). Estrategia lúdica para el desarrollo de habilidades sociales en los niños del subnivel inicial 2. MQRInvestigar, 6(3), 76-101. https://doi.org/10.56048/mqr20225.6.3.2022.76-101

Meyer, B. (2013). Game-Based Language Learning for Pre-School Children: A Design Perspective. Electronic Journal of e-Learning, 11(1), 39-48.

Moreno, B., Muñoz, M., Cuéllar, J., Domancic, S., & Villanueva, J. R. (2018). Revisiones Sistemáticas: definición y nociones básicas. Revista Clínica de Periodoncia, Implantología y Rehabilitación Oral, 11(3), 184-186. https://doi.org/10.4067/s0719-01072018000300184

Ojanen, E., Ronimus, M., Ahonen, T., Chansa-Kabali, T., February, P., Jere-Folotiya, J., Kauppinen, K. P., Ketonen, R., Ngorosho, D., Pitkanen, M., Puhakka, S., Sampa, F., Walubita, G., Yalukanda, C., Pugh, K., Richardson, U., Serpell, R., & Lyytinen, H. (2015). GraphoGame a catalyst for multi-level promotion of literacy in diverse contexts. Frontiers in Psychology, 6. https://doi.org/10.3389/fpsyg.2015.00671

Ortíz, F. (2021). Aprendizaje Basado En Juegos (ABJ) Como Herramienta De Innovación Educativa. Revista Educarnos, 43, 109-116.

Plass, J., Homer, B., & Kinzer, C. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50(4), 258-283. https://doi.org/10.1080/00461520.2015.1122533

Qian, M., & Clark, K. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50-58. https://doi.org/10.1016/j.chb.2016.05.023

Rocha, T., Nunes, R. R., Barroso, J., & Martins, P. (2019). Using Game-Based Technology to Enhance Learning for Children with Learning Disabilities. Proceedings of the 2019 3rd International Conference on Education and E-Learning. https://doi.org/10.1145/3371647.3371662

Rodríguez-Ferrer, J. M., Manzano-León, A., & Aguilar-Parra, J. M. (2023). Game-Based Learning and Service-Learning to Teach Inclusive Education in Higher Education. International Journal of Environmental Research and Public Health, 20(4), 3285. https://doi.org/10.3390/ijerph20043285

Rusu, D. (2020). Determining the sample size in qualitative research. International Multidisciplinary Scientific Conference on the Dialogue between Sciences & Arts, Religion & Education, 4(1), 181-187. https://doi.org/10.26520/mcdsare.2020.4.181-187

Samur, Y. (2018). Kes Sesi: A mobile game designed to improve kindergarteners’ recognition of letter sounds. Journal of Computer Assisted Learning, 35(2), 294-304. https://doi.org/10.1111/jcal.12331

Serret, S., Hun, E., Thümmler, S., Pierron, P., Santos, A., Bourgeois, J., & Askenazy, F. (2017). Teaching Literacy Skills to French Minimally Verbal School-Aged Children with Autism Spectrum Disorders with the Serious Game SEMA-TIC: An Exploratory Study. Frontiers in Psychology, 8. https://doi.org/10.3389/fpsyg.2017.01523

Shultz, R. (2017). Game-based Pedagogy in the Writing Classroom. Computers and Composition, 43(1), 55-72. https://doi.org/10.1016/j.compcom.2016.11.002

Tekman, T. K., & Yeniasır, M. (2023). The impact of Play-Based Learning Settings on reading, writing, listening, and speaking skills. Sustainability, 15(12), 9419. https://doi.org/10.3390/su15129419

Vasalou, A., Khaled, R., Holmes, W., & Gooch, D. (2017). Digital Games-based Learning for Children with Dyslexia: A social Constructivist perspective on engagement and learning during group game-play. Computers & education, 114, 175-192. https://doi.org/10.1016/j.compedu.2017.06.009

Wohlin, C., Runeson, P., Host, M., Ohlsson, M.C., Regnell, B., & Wesslén, A. (2012). Experimentation in Software Engineering: An Introduction. Springer.

Ying, Y., Yulius, y Juniarto, A. (2021). Using Online-Game Based Platform to Improve Students Mandarin Skills. Journal of Physics: Conference Series, 1764(1), 012137. https://doi.org/10.1088/1742-6596/1764/1/012137

Zare, M., Amani, M., & Sadoughi, M. (2019). The role of Persian‐language word exercise games in improving spelling of students with dyslexia: Word Exercise Games in Improving Spelling. Journal of Computer Assisted Learning, 36(3), 315-322. https://doi.org/10.1111/jcal.12400

Published

2024-03-19

Issue

Section

Article