Formulating Best Practices for Digital Game-Based Learning: A Meta-analysis Study
Dadang Juandi1, Maximus Tamur2, Suparman1

1Universitas Pendidikan Indonesia
2Universitas Katolik Indonesia Santu Paulus Ruteng


Abstract

Digital Game-Based Learning (DGBL) has been widely implemented and its effect on learning is inconsistent. However, specific research studies to summarize the evidence on the effect of DGBL have not been explored. Therefore, this meta-analysis study was conducted to summarize the evidence on the overall effect of DGBL on students^ mathematical abilities. Empirical data were obtained from the ERIC, SAGE, SpringerLink, and Google Scholar databases. The search results found 98 articles published in the last decade. According to the inclusion criteria, 23 independent samples were eligible for the meta-analysis. The calculation tool uses Comprehensive Meta-Analysis (CMA) software, and the random effects model is estimated. The results showed that the overall effect size of the study was 1.04 indicating that the application of DGBL had a large effect on students^ mathematical abilities. Analysis of mediator variables revealed that various mediator variables mediate the implementation of DGBL. The limitations and implications of the study are discussed to provide important information for researchers and educators in implementing DGBL in the future.

Keywords: Meta-Analysis, Digital Game-Based Learning, Mathematical Abilities, Effect Size

Topic: Mathematics Education

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