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. 2023 Nov 6;14:1270642. doi: 10.3389/fpsyg.2023.1270642

Table 3.

Characteristics of the studies included in the meta-analysis.

Number Authors Country Age (mean + SD) Educational Level Total/male/female Intervention NOS
1 Chang et al. (2018) Taiwan, China 19 Undergraduate T:53/21/32\u00B0C:50/14/36 Different media learning methods
T: Using the DGBL Environment
C: Using a non-game based CBL environment
7
2 Joo et al. (2012) Korea 23–58 Adult Education 248/215/33 Enterprise online training 8
3 Park and Lee (2018) Korea 20–60 College Student 256/93/163 E-learning in online universities 7
4 Lee et al. (2020) Korea University grade 2–4 College Student 147/19/128 Online lectures 8
5 Barzilai and Blau (2014) Israel 10.10 (1.71) Primary and Junior High School Students 182/111/71 Scaffold learning based on games 6
6 Lee (2021) Korea Grade 1–4 College Student 179/42/137 Online learning 7
7 Park et al. (2022) Korea 21.45 (
1.84)
Undergraduate 201/25/176 Synchronous or asynchronous online learning 7
8 Kim and Kim (2018) Korea Senior High School Grades 1–3 Senior High School Student 251/150/101 Intelligent learning environment 8
9 Yeh and Lin (2018) Taiwan, China Grades 4–6 Pupil 275/140/135 Digital creative game 7
10 Joo et al. (2015) Korea 33.64 College Student 959 Online Computer Application Course in University Environment 7
11 Liu (2016) Taiwan, China 20–21 College Student T:55/44/11\u00B0C:55/46/9 Computer Science Course
T: Use educational games
C: Use simulation software
8
12 Rachmatullah et al. (2021) United States Grades 1 and 9–12 Middle School Student 307/141/144/22 Genetics Learning Based on Digital Games 8
13 Liu et al. (2021) China 18.5 College Student 35/16/19 Mixed Courses in Computer Science
13 weeks
9