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 |