Final Paper
Final Paper
Proponents:
Barilla, Lyka B.
Corullo, Aila
Research 1 Professor
approach serves as a new cutting-edge method in the field of education that is becoming increasingly
A game base approach connecting with technology provides deep learning environments by
integrating the effectiveness of technology with the effectiveness of engaging games. Gamification
empowers people to explore, discover, and interact with new ideas in engaging and entertaining
ways. This approach makes challenging ideas more approachable and enjoyable while promoting
innovation problem solving, and thinking critically. This combination of games and technology
As an educator, it is needed to always find a new alternative to increase quality, and efficiency
in learning in the classroom, both offline digital media or known as Digital Game-Based-Learning
(DGBL) (All et al., 2021). The aim of using Game-Based-Learning model is to produce interactive
learning educational goals that supports the learning process of each student (Winatha & Setiawan,
2020). Game is something that mostly liked by all people. Because games are fun and interesting.
Game-Based-Learning has proven to be much more interesting than traditional learning specially in
increasing knowledge retention, motivation, and meaningful learning, and academic performance of
every student (Gutiérrez-Puertas et al., 2020). This means that when making educational games
that will be using in teaching, it needs to have a good balance. It is a must to make sure that the
game teaches the necessary information needed to be taught, but also ensure the game is fun and
interesting to play so that the students will be active, because if the game is too focused on teaching,
it might not be enjoyable. If it’s too focused on being fun, it might not teach enough. The goal is to
The growth of digital technologies like personal computer, mobile, and educational app, has
produce accessible for teachers to comprise games into the educational setting. This learning helps
students to encourage structured problem solving and improve critical thinking. Game based
approach attain support to students in active engagement through interactive and captivating
participation, using digital games and technologies. Game based learning give chance for
individualized and student-centered learning with the general accessibility of educational implements
It's essential to keep updated on the evolving and changing facts to avoid falling behind. The
inability of traditional learning to respond adequately to educational needs has led to the researchers
to study the new learning models that can support this educational process. The rapid growing of
digital games as mainstream entertainment has raised the question of how to take advantage of the
game base application for educational purposes. Teaching Games for Understanding (TGU) is an
approach using in physical education that highlights the progress of technical skills and tactical in
game play. This focus on helping students to understand the various elements of games while
improving also their skills to execute in real life situation. TGU is learner centered that help students
to understand the strategies and games rules. The characteristic of TGU is to modified specific
games which decrease complexity and allow to focus in tactical aspects of games. Teaching Games
for Understanding (TGU) and Game-Based Learning (GBL) are related concepts but are not the
same. TGU is focused in physical education that highlights the progress of tactical situation while
GBL can be used in various subject not only in physical education. TGU helps to develop
understanding, strategic and critical thinking of a students while GBL is aims to enhance learning
age, gender, qualifications and teaching experience. However, due to attainable innovation in the
Teachers must adapt how technology works in order to enhance their educational activity. Thus,
attending and participating in seminars, upskilling opportunities to dilate their interests to innovative
education. The gap of this study aims to know how the teachers view and utilize technology in
teaching physical education, as well as the support needed to successfully integrate these tools into
curricula.
This study aims to use technology to identify if the game-based learning is more effective and
engaging to the audience, especially in a classroom set- up since game-based learning plays a big
role in balancing class lessons and educational game approaches. In addition, the teacher is the
one who facilitates the class so they also need to make sure that when it comes to demonstrating
new topics/ ideas to their students, showing how it works and how to operate it is a must to imitate
the procedure and students may use digital games to practice those concepts and topics so that it
enhances their critical thinking. As students used this method, digital game-based learning platform
should be able to easily track their progress and show them where they are succeeding and where
The goal of game-based learning is to strike a balance between learning through games and
theoretical content. Using game-based learning, students may explore challenging learning settings,
topics, and specific learning outcomes. (Chen et al., 2018). Even while learning is important, a lot of
students in a traditional classroom setup and environment lack motivation and engagement, which
results in less than ideal academic outcomes. With this, it leads the discussion to be more inactive.
It also captures students resulting in a lack of enthusiasm and participation in the learning process.
The study sought to address the effectiveness of the game-based approach in exploration
with technology and the student performance in physical education among selected students of
Cavite State University-Main Campus. According to the study, Technological competency in giving
instructions is independent of age, gender, qualifications, and teaching experience. However, due
to attainable innovation in the learning approach, it has an impact on the effectiveness of teachers'
technological knowledge. Teachers must adapt how technology works in order to enhance their
educational activities. Based on the gap of this study, it aims to know the teachers how to view and
utilize technology in teaching Physical Education. The students learning in physical education is
significantly affected by the power of technology and it is the reason why many studies suggest that
integrating technology into physical education teaching and learning process improves the student's
2. What are the challenges in considering game- based approach in teaching strategy?
4. How can the teacher utilize and scrutinize the use of technology such as game-based?
5. Does technology help the game-based approach to be more effective in physical activities?
The study aims to fully understand the effectiveness of game-based learning in the
technology and the performance of students in Physical Education among selected students of
Cavite State University-Main Campus. Specifically, the researchers should be able to achieve the
following:
1. To explore the role of technology in learning experience of the students that influence their
Physical Education.
3. To examine the potential utilization of technology for applying learning ideas in Physical
Education.
4. To assess the challenges and benefits of integrating game-based learning and technology in
This study aimed to provide valuable information on how Game-Based as a learning strategy can
For the Students, Game-Based approach may help them develop their cognitive way of
thinking. It can improve their engagement, motivation, and interest in the topic during the discussion.
The students develop essential skills like problem-solving, critical thinking, collaboration, and
understanding.
For the Physical Education Teachers, the result of this study may encourage them to use
the game-based approach in the discussion. By using this method, it can help to meet the needs of
the students, especially in this generation wherein technology plays a vital role in daily lives.
For the Future Researchers, the result of this study may be a basis for further studies and
For the School Administration, the findings of this study can improve the student's
outcomes and will have more use of resources for them to be effective in physical education
programs.
For the Health Professionals, this study can improve their strategies when it comes to
For the Parents and Guardians, the result of this study will help them understand the
outcomes and benefits of a game-based approach in physical education and on how it can support
For the Technology Developers, this study can guide them to develop new ideas in creating
new game-based platforms that support physical education and activity in connection to the
We, the researchers will conduct a study regarding the exploration of a game-based approach
with technology in performing physical education/ activity of the college students and this is to be
held at Cavite State University-Main Campus. The data collection of this study will be conducted
The scope and limitation provide the verified partitions and exceptions of the research. This
exhibits narrow information about the issue and this part of the research will analyze the data to
convert it into information. It talks about the data that was gathered from the interview conducted
with the given selected participants inside the campus. This study is focused on providing information
Performance in Physical Education among Selected Students of Cavite State University Main
Campus, and how it can affect the active engagement and development of the students using
technology and digital games. This study involves personal information such as name (optional),
gender, age, and section. The researchers limited this research to Selected Students of Cavite State
Definition of Terms
The following are the conceptual definitions of the terms that will be used in the study:
Game-based learning refers to the use of video games, game mechanics, and principles to support
educational goals, providing students with an engaging, interactive learning experience. Through
gameplay, learners develop problem-solving, critical thinking, and collaboration skills, while
mastering content knowledge. GBL integrates both intrinsic and extrinsic motivation, offering
immediate feedback and challenges that adapt to the learner’s pace. (Bourgonjon, J., Van Looy, J.,
Digital game-based learning (DGBL) is a form of game-based learning where the educational
process is facilitated through the use of digital games, often involving interactive software and online
platforms. DGBL blends game mechanics with educational content to create a dynamic, engaging
learning environment where learners interact with both the content and the game itself. (Ulicsak, M.,
Gamification
Gamification in education refers to the incorporation of game elements—such as point systems,
gamification does not require the learner to play a game, but rather applies game-like features to
everyday educational tasks. (Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2020).
Motivation
Motivation refers to the psychological processes that influence learners' interest and investment in
educational games. Motivation can be intrinsic, driven by personal interest in the content, or extrinsic,
are designed to maintain high levels of engagement through interactive gameplay, challenge, and
Serious Games
Serious Games are games designed for a purpose beyond mere entertainment, often used in
educational settings to teach specific skills or concepts. These games aim to provide meaningful
learning experiences while maintaining the engaging aspects of traditional gamin. (Aldrich, C. (2020)
Learning Outcomes
Learning Outcomes refer to the measurable skills or knowledge that students are expected to acquire
through educational activities. In the context of GBL, these outcomes can include cognitive skills
(knowledge transfer), skill acquisition (practical abilities), and behavioral changes (attitude shifts) as
a result of engaging with game-based content. (Vlachopoulos, D., & Makri, A. (2021).
Engagement
Engagement in education refers to the level of interest, motivation, and involvement that students
exhibit during the learning process. Game-based learning has been shown to significantly enhance
student engagement by providing interactive and enjoyable experiences that capture learners'
Theoretical Framework
This study is supported by the theory of constructivist learning theory that learning occurs
through active engagement and social interaction. Knowledge is constructed through the learner’s
experiences by Piaget, and Vygotsky where educational games allow learners to experiment,
interact with the content, and collaborate with others, reflecting constructivist principles. This process
promotes deep learning by immersing students in meaningful, real-world challenges that require
active problem-solving. Additionally, according to the Cognitive Load Theory by Sweller, 1988
learning is optimized when the cognitive load is appropriately managed. Intrinsic cognitive load is
related to task complexity, extraneous load to how information is presented, and germane load to
cognitive resources dedicated to learning. Educational games must carefully balance the complexity
of tasks and the amount of information presented. Features such as in-game tutorials, feedback
systems, and adaptive difficulty levels help to manage cognitive load, ensuring that students can
In the self-determination theory by Ryan & Deci, 2000 motivation is driven by the fulfillment
environments can support intrinsic motivation by giving students control over their learning
(autonomy), providing challenges that match their abilities (competence), and fostering social
interactions with peers (relatedness). This makes learning more engaging and fulfilling. Ferreira
indicate that online educational games enhance critical thinking and problem-solving skills. Cunska
& Savicka 2012 note that understanding students' perceptions of technology is crucial for effective
integration in education. These theories offer insights into how technological advancements in game
design can transform educational practices and improve the quality of student learning experiences.
Conceptual Framework
The research diagram shows the aim to determine when it comes to the exploration of the
physical education which serves as the key to student engagement and authentic learning
experience. Game-based learning in physical education will serve as the instructional guide that
closes the gap by allowing every student to freely develop their 21st-century abilities according to
Culajara C. (2022).
The researchers seek the possible situation, participation, and effects of game-based learning
in exploration with the technology of the students in physical activities. The researcher will analyze
the data and information that we have gathered with the help of the diagram above which shows
how big the impact of game-based learning on the active engagement of students to improve their
This chapter presents the relevant literature and studies that the researchers considered in
enhancing the significance of the study. It also presents the synthesis of the art of the topic to fully
In physical education game-based learning and gamification have quality influence on student
academic performance to have an improving health and physical accomplishment. This study points
to acquire understanding about gamification and game-based learning can be applicable to physical
education. According to a systematic review of the literature that Game-based learning and
gamification can be useful in any different stages of formal education depending on the context. In
systematic review, there are benefits being identified it includes improving student academic
performance, health and motor learning. (Camacho-Sanchez, et.al. 2023) Game-based learning is
associated with numerous benefits, including basic skills like teamwork, communication and self-
reflection in the professional life. It simplifying that Game-based learning emerged into an engaging
and motivating way to enhance student learning approach. Having an interactive and lively teaching-
learning method can have an outstanding outcome in student performance. (Hu, 2024) According to
the review, educational entertainment restoring innovation learning in the most used tools in
research. Analysis commence that Digital Game-Based Learning teaching STEM education have
an effect in increasing student motivation in learning approach. Motivation had a big role in learning
and teaching process and technology approaches are accurate to increase the motivation which is
approach present a best interest in Science Technology Engineering and Mathematics learning. (Ilic,
et.al. 2024) In recent years, Game-based learning have presented with increasing attention in
education aspect promoting science teaching and learning. It has important role in higher education
that promote outstanding knowledge to have a higher order cognitive skills that implore a
competencies including communication, collaboration or problem solving. Regardless of the positive
outcome of the game-based learning there’s a consequence stating that the aims of a specific games
frequently not match the learning objectives, also justifying that the game-based are more
A study on the use of folk games a traditional game that the physical education curriculum
can serve as a healthy lifestyle for student. Thus, this approach can be an instrument for improving
the physical development and fitness in learners moral and positive qualities. This study can help
the learner to have an oriented physical education approach to acquire the development of their
motor skills and encourage them to consider the effectiveness of this approach. (Ospankulov, et.al.
2023) Using virtual reality that used to interact with each other using devices offer countless potential
application. In social metaverse it becomes more attainable in terms of valuable constituent that
some of the resource person insist that the use of technology is irrelevant in terms of the context of
physical education. In the field of physical education, the merging of virtual approach attain popularity
that result to lack of physical place. With the help of metaverse in learner engagement it can enhance
their experience in performing physical learning. Compromising a virtual approach learner can
imitate the real-life scenario in a way that they live. (He, 2023) During COVID-19 pandemic has
presented ‘new normal’ condition in the mode of learning. Because of these pandemic teachers are
integrate in the technology they professional development had been flexible by attending an online
training opportunity, attending seminar and future perceptions. They experience difficulty in using a
mixed-methods approach wherein they are needed to learn how to generate this mode, due of the
pandemic they encounter difficulty in dealing with lack of preparedness, poor internet connection,
limited support and fear in failure. This study focus attention on the significant of technology in
2024) In Ukraine reach an increasing level of their physical quality culture that can accomplish a
physical learning to the institution. There’s a situation that introducing and conducting an experiment
about adding physical education classes, table tennis classes were offended. After the data was
analyze, thus table tennis classes can provide a positive outcome on students accomplish. The
foundation of classes in all educational organization in Ukraine and society can be suggested.
(Homon, et.al. 2022) Emerging technology has a huge impact in our daily lives as well as in
educational lives because of conquering the technology innovation that integrate in learning aspect.
Determining the connection of PE and physical education educator about their technological
differences when it comes in any aspect of technology use. Therefore, determine that high degree
education, adversely there is an insignificant connection between Technostars and Tbp, where the
class management and Tbpa are positive. (Car, Sural, & Guler, 2022)
Game based approach is an influential tool for strengthening learner engagement and
enhance academic performance. By combining design principles and component into educational,
teachers can create more cooperative and stimulate learning environments. In this paper shows that
game-based approach is effective for fostering deeper learning and knowledge development.
(Ismaizam, et al., 2022) When learning activities in the academic process have a game features and
concept that implemented it shows game-based approach. Game based learning have many
positive effects in education and advantages in learners in any level of educational field including
engagement in learners and educators, productiveness, and positive behavior. (C., 2024) Game
based approach helps both students and teachers to communicate, engage, and cooperate.
Strategic games help the students and educators brain to work better because its offer energetic
approach that can motivate them from learning. (S. O. 2023) Gamification helps students to progress
their language proficiency and enhance their confidence. It must be considered that it has several
positive effects in learners and teachers. It is useful therefore it is engaging games that can have
chance to use and perform their skill in the learning settings. (Tawafak, et.al. 2023) The
implementation of games in education can enhance student knowledge from numerous disciplines
and make use it in decision making and learner can test their game-based outcome change based
on their decision make. It also helps student to improve their social association skills. (Adipat, et.al.
2021)
Game base learning has large impact on how teachers teach and learners learn because of
the use of digital game and technologies inside the educational environment. Dynamics make
possible interaction between learners and teachers to collaborate in a learning setting where both
are built expounding, ideas and sense. It also conducts and apply the higher order thinking abilities
in the learners while also increasing the enjoyment in learning process and can facilitate experiential
learning that can be apply in real world scenario. (Palha & Matić, 2023) Considering educational
games are common inside the educational setting, it also emphasizes the positive and negative
outcome in the learners and educator. First, the positive which students engage and motivate in
every lessons. Including learners cognitive, emotional and social aspects that has a potential of
adjustable game-based learning stimulate learning process. This paper points up mandatory
reflection including incapacity of serious games to replace but accompaniment and strengthen
traditional education approaches. Game based learning can help and use in educational perspective
and in our daily lives. (Greipl, et.al. 2020) Teacher used different strategies and techniques in their
daily routine in teaching by enhancing their student self- esteem and fulfillment. Digital game learning
is an approach that make use of digital games. It is important learning technologies because of the
potentiality of games to capture students enabling them to conveniently make it to the edges of their
skills and knowledge. Both learners, teachers and games are those important things for the effective
application of digital learning approach. (Kaimara, et.al. 2021) The effectiveness of game-based
learning is globally known for achieving learning outcomes. Game based learning has multiple
advantages including necessary skill. These skills are communication, collaboration, and self-
reflection. Although game-based approach was a good approach, there are still areas that need to
be adjust in order to encourage its right used. (Z., 2024) Challenge based hybrid learning approach
make use of a virtual board game games platform to increase global quality learner ability. Through
this approach learner actively participate and collaborate in the activities that aimed raise their skill
to worldwide level. It emphasizes the important assessing learner abilities and skills to meet the
Corzo I. (2024). States that the pandemic (COVID-19) is one of the reasons why it boosted
interest in gamified education. Also, it paired with kids growing access to mobile devices and
technology in inside their house since on their simple/ once click in the google they can search and
access any platforms that they want that’s why they already entered a new era of educational games.
According to Minovic M. & Starcevic S. (n.d) The electric games are the new mass medium
of the youth, it was compared to the now traditional media such as books, television, film or music.
But on the other hand, compare to all existing media, games have the opportunity to interact,
allowing the user to actively participate, and most especially when it comes in receiving information.
That is why as we noticed in that last few years, we can see that there is more use of computer
games for education. Educational games are social, card, or computer games that are specifically
designed to teach people about a certain subject and assist in the development of certain skills.
Game-based learning is a gameplay with defined learning goals which is to learn and
designed to present subject matter in the form of a game to help learners understand the concepts
with a twist. This often in a simulated environment and gain experience of their applications in a
virtual environment before using them in the real world. According to Neendoor S. (2024).
Shanon J. (2022). Claims that game-based learning is a solution for the Learning and
Development of a person in a real-life situation and learning environment with their different
experiences. Also, everyone has a power to observe, record, and analyze each individual’s
employs games to augment the educational experience. It makes use of game-like components to
produce learning experiences that are beneficial in fostering a deeper comprehension and retention
of information. Students are more likely to engage in technology, and one of the best ways to learn
is using game-based approach in discussion. It serves as a tool to fully understand the specific topic.
On the other hand, its disadvantages can be a hindrance on students’ way of learning. GBL
methodology uses games to learn or work on certain content. Students are given challenges in
Moreover, it increased student engagement and enjoyment (Dichev & Dicheva, 2017). GBL
enables students to create a safe and interactive environment in discussion. Also, according to
promoting social skills and relationships with other people (Egenfeldt-Nielsen, 2015). The purpose
of this study was to further comprehend the application of game-based learning approaches and
This chapter describes the method of research design, the respondents of the study, the
Research Design
qualitative research that relies on first-hand information with the help of survey questionnaires and
interviews. This study is also used to describe a situation, subject, and behavior. It is a plan that is
used to answer questions like who, what, when, where, and how associated with a particular
research problem.
This study is often described as concerned with findings. Singh S. (2023) defines descriptive
research as an exploratory method that can form hypotheses, insights, and investigations of the
topic being discussed. It attempts to gather quantifiable information that can be used to analyze a
target audience or a particular subject statistically. This is used to observe and describe a research
The participants of this study are the students of the College of Sports, Physical Education,
and Recreation major in Bachelor of Physical Education. Participants must be 18 and above. Both
males and females are allowed to participate and answer the prepared questionnaire of the
researcher.
Sampling Technique
A purposive sampling technique will be used to select the respondents and validate the outcome
of this study. The respondents were selected by year level. A purposive sampling technique involves
selecting individuals who are experienced and knowledgeable in the phenomena being discussed
and randomly selecting the participants who can provide deep insights into the topic.
To make this study meaningful, researchers selected all the students who could respond to the
survey. The Bachelor of Physical Education students of the College of Sports, Physical Education,
and Recreation are the respondents of the study and were selected through a purposive sampling
Data to be Gathered
This study will be conducted on the university premises of Cavite State University Main
Campus Indang, Cavite. Researchers will come back to the statement of the problem in Chapter 1
for the basis of constructing the questionnaire that will help to easily track and gather information.
Before the data-gathering procedures, the researchers would secure permission from the
respondents and the dean. This permission letter is the way of allowing the researchers to distribute
the questionnaires to the respondents and to be formally acknowledged by the department. After
the permission letter was granted, the survey questionnaires would be given to the selected students
inside the campus. The researchers would directly give the questionnaires and wait until the
participants were finished answering it. The questionnaire is a written piece that is designed to collect
Data Interpretation
This study mainly focuses on qualitative data from a survey of selected students from the
Cavite State University-Main Campus. To analyze the gathered data, qualitative analysis methods
will be employed for organizing and summarizing this study’s findings. The main statistical treatment
For the demographic data, simple statistics are going to be used like percentages to show
information about the participants like their age, gender, and academic level. For the research
questions, participant’s answers are going to be grouped into categories, such as positive, neutral,
or negative, based on their responses. We will then calculate and report the percentage of
respondents in each category. Since interviews and open-ended survey questions are going to be
used, we will also use narrative analysis to understand how participants describe their experiences
with game-based learning. We will be examining into each participant's own answer to investigate
the most common answer. After that we will then examine on how are these patterns relates to the
education.
Ethical Consideration
For ethical research considerations, before the study is conducted, the respondents will receive
a brief detail and key information about the purpose of the study. This includes explaining the
purpose and nature of the study, as well as respondents’ rights and the benefits of participating.
Prior to the study, full consent will be obtained from the participants, the students of Cavite State
University-Main Campus, taking up Bachelor of Physical Education. In addition, the protection of the
privacy of research participants will be ensured, make sure that all of their personal information will
be confidential in accordance with Data Privacy Act (R.A. 101). Voluntary participation of
respondents in the research will be treated very important. Moreover, they have the rights to
In handling the data, adequate level of confidentiality will be ensured. Any form of misleading
information, as well as representation pf primary data findings in a biased way will be avoided.
Furthermore, affiliations in any forms, sources of finding, as well as possible conflicts of interest will
be declared. Lastly, the type of communication to this research will be done with honesty and
transparency.
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