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Acquah, E. O., & Katz, H. T. (2020). Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review. Computers & Education, 143, 103667.
de Freitas, S. (2018). Are games effective learning tools? A review of educational games. Educational Technology & Society, 21(2), 74–84.
Deng, L., Daverpanah, N., & Izadpanah, S. (2023). The effect of educational computer games on the academic resilience, academic self-regulation, and academic achievement of EFL students. Frontiers in Psychology, 13, 947577.
Fadda, D., Pellegrini, M., Vivanet, G., & Zandonella Callegher, C. (2022). Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐12. Journal of Computer Assisted Learning, 38(1), 304-325.
Kuo, H. C., Weng, T. L., Chang, C. C., & Chang, C. Y. (2023). Designing our own board games in the playful space: Improving high school student's citizenship competencies and creativity through game-based learning. Sustainability, 15(4), 2968.
Marzano, R. J. (2004). Building background knowledge for academic achievement: Research on what works in schools. ASCD.
Marzano, R.J., Jachman, A.L., & D'Arcangelo, M. (2005). Building academic background knowledge. ASCD.
Moya-Higueras, J., Solé-Puiggené, M., Vita-Barrull, N., Estrada-Plana, V., Guzmán, N., Arias, S., ... & March-Llanes, J. (2023). Just play cognitive modern board and card games, it's going to be good for your executive functions: A randomized controlled trial with children at risk of social exclusion. Children, 10(9), 1492.
Willis, J. (2006). Research-based strategies to ignite student learning. Alexandria, VA: ASCD.
Wouters, P., Van Nimwegen, C., Van Oostendorp, H., & Van Der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249-265.