Impact of Digital Game Design Using Metacognition Strategies on Math Achievement
Year 2024,
Volume: 7 Issue: 2, 181 - 203, 31.12.2024
Kübra Gül Çiftci
,
Bahadır Yıldız
Abstract
The aim of this study is to analyze the impact of integrating digital game design with meta-cognitive strategies on academic achievement in mathematics and meta-cognitive awareness. This research supports the use of advanced technology in classroom environments by combining meta-cognitive skills with digital game design through block coding. Using action research, a purposively sampled study group was formed, consisting of both experimental and control groups. Pre-tests were administered to assess mathematics achievement and meta-cognitive awareness. For six weeks, the experimental group designed games using Scratch, tackling different problems on a weekly basis. The researcher developed a three-stage measurement tool to evaluate meta-cognition, game design, and Scratch performance. Post-tests indicated that the digital game design process positively influenced academic achievement and meta-cognitive awareness. Furthermore, significant positive relationships were identified between meta-cognition, game design, and Scratch, highlighting the potential of game design to enhance mathematics education.
Ethical Statement
Bu çalışmada kullanılan tüm veriler, araştırma amaçları doğrultusunda katılımcıların onayı ile toplanmış ve gizlilik ilkelerine uygun olarak saklanmıştır. Bu çalışma bilimsel araştırma etiğine uygun olarak gerçekleştirilmiş olup, orijinal bir çalışma niteliğindedir. Çalışma sırasında intihal yapılmamış ve araştırma etiği ilkelerine uygun davranılmıştır.
Supporting Institution
Hacettepe Üniversitesi
Thanks
Üzerinde çok emek harcadığımız çalışmamızın bu dergide yayınlanmasını isteriz. Çalışmadaki desteklerinden dolayı sayın danışman hocam Doç.Dr. Bahadır Yıldız'a teşekkür ederim
References
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- Azevedo, R. (2012). The role of self-regulated learning in fostering student learning in contemporary learning environments. In S. Bridges, R. McGrath, & T. Whitehill (Eds.), Problem-based learning in clinical education (pp. 19-36). Springer.
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- Barz, N., Benick, M., Dörrenbächer-Ulrich, L., & Perels, F. (2023). The effect of digital game-based learning interventions on cognitive, metacognitive, and affective-motivational learning outcomes in school: A meta-analysis. Review of Educational Research.
- Braad, E. (2018). The role of metacognition in game-based learning environments: A critical review. Educational Technology & Society, 21(4), 123-135.
- Braad, E., Cornillie, F., De Maeyer, S., Vanluchene, C., Vermeulen, K., & De Marez, L. (2019). Digital game-based learning environments: Barriers and advantages. Journal of e-Learning and Knowledge Society, 15(1), 39-52.
- Braad, E., Fisser, P., & Van Joolingen, W. (2020). Educational game design: Effectiveness and usability. International Journal of Learning Technology, 15(2), 123-140.
- Braad, E., Degens, N., Barendregt, W., & IJsselsteijn, W. (2021). Development of a design framework for metacognition in game-based learning. Journal of Interactive Learning Research, 32(4), 295–323. Retrieved from https://eric.ed.gov/?id=EJ1363545
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- Castronovo, F. (2018). Exploring the impact of educational games on learning outcomes. Journal of Educational Computing Research, 56(2), 153-175.
- Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79-122.
- Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686.
- Çatlak, S., Tekdal, M., & Soykan, E. (2015). The impact of block-based programming environments on student performance and perceptions. Journal of Educational Technology & Society, 18(3), 456-469.
- Çubukluöz, Ö. (2019). The impact of Scratch on the mathematical understanding of middle school students. Journal of Educational Technology & Society, 22(1), 123-134.
- Desoete, A., Roeyers, H., & De Clercq, A. (2006). Metacognitive skills in mathematics: Academic and developmental aspects. In A. Desoete & M. Veenman (Eds.), Metacognition in mathematics education (pp. 49-67). Nova Science Publishers.
- Efklides, A. (2020). Metacognition and learning: Theoretical and practical considerations. Educational Psychologist, 55(4), 243–257.
- Ferrara, J. (2012). Playful design: Creating game experiences in everyday interfaces. Rosenfeld Media.
- Flavell, J. H. (1976). Metacognitive aspects of problem-solving. In L. B. Resnick (Ed.), The nature of intelligence (pp. 231-235). Lawrence Erlbaum Associates.
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- Foster, A., Mishra, P., & Koehler, M. J. (2013). Designing for metacognition: The role of self-regulated learning in game-based learning. Educational Technology Research and Development, 61(4), 799-823.
- Freitas, S. (2018). Are games effective learning tools? A review of educational games. Journal of Educational Computing Research, 56(2), 209-234.
- Galiç, M., & Yıldız, C. (2021). Does Scratch only teach programming? An analysis of mathematical concepts in Scratch projects. International Journal of Educational Technology, 18(3), 145-160.
- Gay, L. R. (2006). Educational research: Competencies for analysis and applications (8th ed.). Pearson Education.
- Greenberg, B. S., Sherry, J., Lachlan, K., Lucas, K., & Holmstrom, A. (2010). Orientations to video games among gender and age groups. Simulation & Gaming, 41(2), 238-259.
- Griffiths, M. D., Kuss, D. J., & King, D. L. (2012). Adolescent video game addiction: Issues for the future. International Journal of Mental Health and Addiction, 10(2), 111-119.
- Gui, Y., Cai, Z., Yang, Y., Kong, L., Fan, X., & Tai, R. H. (2023). Effectiveness of digital educational game and game design in STEM learning: A meta-analytic review. International Journal of STEM Education, 10, Article 36.
- Hayes, E., & Games, A. (2008). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 56(4), 456-473.
- Hill, C. (2015). Exploring the intersection of computational thinking and children's creativity in the context of game design. In Proceedings of the 14th International Conference on Interaction Design and Children (pp. 335-338). ACM
- Huizinga, J., Zomeren, M. T., & Hamari, J. (2009). Understanding gamification through an educational lens: The role of game elements in learning. In Proceedings of the European Conference on Games-Based Learning (pp. 26-33). Academic Publishing.
- Hwang, G. J., Sung, H. Y., Hung, C. M., & Huang, I. (2015). A learning style perspective to investigate the effectiveness of a game-based learning environment. Computers & Education, 88, 84-95.
- Järvinen, A. (2008). Games without frontiers: Theories and methods for game studies and design. In Proceedings of the Nordic Game Research Conference (pp. 13-16). Digital Games Research Association.
- Ke, F. (2016). Designing and integrating purposefully designed games for the classroom. Educational Technology Research and Development, 64(2), 143-155.
- Kim, J., & Park, H. (2023). The role of metacognitive strategies in educational digital games: Implications for game design. Educational Technology Research and Development, 71(2), 789-812.
- Koç, M. (2021). Evaluating the impact of digital educational games on learning outcomes: A metacognitive perspective. Journal of Educational Technology & Society, 24(1), 125-137.
- Landers, R. N., & Landers, A. K. (2014). An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and academic performance. Simulation & Gaming, 45(6), 769-785.
- Lozano, A. S., Canlas, R. J. B., Coronel, K. M., Canlas, J. M., Duya, J. G., Macapagal, R. C., Dungca, E. M., & Miranda, J. P. P. (2023). A game-based learning application to help learners to practice mathematical patterns and structures.
- Liu, M., Horton, L., Kimmons, R., & Lee, J. (2023). The role of gamification in learning: A meta-analysis of the learning impact of game elements. Journal of Educational Computing Research, 61(2), 321-345.
- Liu, T. C., Lee, S. W. Y., & Chen, C. H. (2010). Exploring the potential of game-based learning in educational contexts: A synthesis. Educational Technology & Society, 13(3), 157-168.
- MoNE (2018). Ministry of National Education Mathematics Curriculum
- McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin Press.
- Nam, C. S., Kang, K., & Go, E. (2010). The effect of collaborative online learning on cognitive and metacognitive skill development. Educational Technology Research and Development, 58(6), 645-671.
- Nourian, P., Azadi, S., Bai, N., de Andrade, B., Abu Zaid, N., Rezvani, S., & Pereira Roders, A. (2023). EquiCity Game: A mathematical serious game for participatory design of spatial configurations. Environment and Planning B: Urban Analytics and City Science, 50(9), 2052-2070.
- Organisation for Economic Co-operation and Development. (2020). Trends shaping education 2020. OECD Publishing.
- Orvis, K. A., Horn, D. B., & Belanich, J. (2009). The impact of self-regulation techniques on learning from a game-based environment. Computers in Human Behavior, 25(6), 1240-1248.
- Papert, S. (1980). Mindstorms: Children, computers, and powerful ideas. Basic Books.
- Patterson, L., & Shannon, P. (1993). Reflection, inquiry, action. In L. Patterson, C. M. Santa, K. G. Short, & K. Smith (Eds.), Teachers are researchers: Reflection and action (pp. 1-12). International Reading Association.
- Panadero, E. (2017). A review of self-regulated learning: Six models and four directions for research. Frontiers in Psychology, 8, 422
- Prensky, M (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1–6.
- Prensky, M. (2007). Changing paradigms: From "being taught" to "learning on your own with guidance". Educational Technology, 47(4), 1-3. https://doi.org/10.1007/BF02763354
- Rahman, M. T., Smith, L., & Tan, A. (2023). Promoting problem-solving skills through metacognitive strategies in game design. Computers in Human Behavior, 139, 107564.
- Salen, K., & Zimmerman, E (2004). Rules of Play: Game Design Fundamentals. Massachusetts Institute of Technology
- Schneider, W. & K. Lockl (2002). The development of metacognitive knowledge in children and adolescents. In Perfect, T. & Schwartz, B (eds.). Applied metacognition (pp. 36- 42). Cambridge University Pres.
- Schraw, G., & Dennison, R. S. (1994). Assessing metacognitive awareness. Contemporary Educational Psychology, 19(4), 460-475.
- Schraw, G., & Moshman, D. (1995). Metacognitive theories. Educational Psychology Review, 7(4), 351-371.
- Shin, S., & Park, P (2014). A study on the effect affecting problem solving ability of primary students through the Scratch programming. Advanced Science and Technology Letters, 59(1), 117-120.
- Silva, R., Sousa, M., & Pereira, F. (2022). Game design and metacognitive skills: A pathway to enhance learning experiences. International Journal of Learning Technologies, 18(2), 120-135.
- Sitzmann, T. (2011). A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel psychology, 64(2), 489-528.
- Tang, S., & Chen, P. (2012). Effects of metacognitive strategies on game-based learning. Journal of Computer Assisted Learning, 28(3), 321-334.
- Taylor, K., Campbell, M., & McKernan, K. (2010). Enhancing programming skills with a block-based language. Journal of Educational Technology Systems, 39(2), 161-175.
- Van Eck, R. (2015). Digital game-based learning: It's not just the digital natives who are restless. EDUCAUSE Review, 40(1), 16-30.
- Veenman, M. V., & Spaans, M. A (2005). Relation between intellectual and metacognitive skills: Age and task differences. Learning and Individual Differences, 15(2), 159-176.
- Veenman, Marcel V. J., Bernadette H. A. M. Van Hout-Wolters, and Peter Afflerbach (2006). Metacognition and learning: Conceptual and methodological considerations. Metacognition and Learning, 1(1), 3–14.
- Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education: A systematic literature review. International Journal of Educational Technology in Higher Education, 14(1), 22.
- Volkova, I. I (2013). Four pillars of gamification. Middle-East Journal of Scientific Research, 13, 149-152.
- Werbach, K (2013). Gamification. Class Lecture, Topic: “Gamification Design Framework” Coursera.
- Winne, P. H., & Hadwin, A. F. (2021). Self-regulated learning: Scaffolding students' opportunities to learn. Educational Psychologist, 56(4), 263–278
- Wouters, P., & Van Oostendorp, H. (2013). A meta-analytic review of the role of instructional support in game-based learning. Computers & Education, 60(1), 412-425.
- 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.
- Zepeda, C. D., & Nokes-Malach, T. J. (2023). The development of metacognition in childhood: Measuring metacognitive knowledge, monitoring, and control. Educational Psychology Review, 35(2), 459-488.
- Zhao, Y., & Ottenbreit-Leftwich, A. (2021). Digital game-based learning and its implications for teaching and learning. Computers & Education, 161, 104071
- Zhou, Y., & Li, H. (2023). Exploring the relationship between digital game design and metacognitive processes: Implications for education. Educational Psychology Review, 35(1), 65-92.
Year 2024,
Volume: 7 Issue: 2, 181 - 203, 31.12.2024
Kübra Gül Çiftci
,
Bahadır Yıldız
References
- Arroyo, I., Woolf, B. P., Royer, J. M., Tai, M., & English, S. (2014). Improving math learning through intelligent tutoring and basic skills training. Artificial Intelligence in Education, 14(1), 5-10.
- Azevedo, R. (2012). The role of self-regulated learning in fostering student learning in contemporary learning environments. In S. Bridges, R. McGrath, & T. Whitehill (Eds.), Problem-based learning in clinical education (pp. 19-36). Springer.
- Backlund, P., & Hendrix, M. (2013). Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games. In Proceedings of the 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES) (pp. 1-8). IEEE.
- Barz, N., Benick, M., Dörrenbächer-Ulrich, L., & Perels, F. (2023). The effect of digital game-based learning interventions on cognitive, metacognitive, and affective-motivational learning outcomes in school: A meta-analysis. Review of Educational Research.
- Braad, E. (2018). The role of metacognition in game-based learning environments: A critical review. Educational Technology & Society, 21(4), 123-135.
- Braad, E., Cornillie, F., De Maeyer, S., Vanluchene, C., Vermeulen, K., & De Marez, L. (2019). Digital game-based learning environments: Barriers and advantages. Journal of e-Learning and Knowledge Society, 15(1), 39-52.
- Braad, E., Fisser, P., & Van Joolingen, W. (2020). Educational game design: Effectiveness and usability. International Journal of Learning Technology, 15(2), 123-140.
- Braad, E., Degens, N., Barendregt, W., & IJsselsteijn, W. (2021). Development of a design framework for metacognition in game-based learning. Journal of Interactive Learning Research, 32(4), 295–323. Retrieved from https://eric.ed.gov/?id=EJ1363545
- Brown, A. L. (1978). Knowing when, where, and how to remember: A problem of metacognition. In R. Glaser (Ed.), Advances in instructional psychology (Vol. 1, pp. 77-165). Lawrence Erlbaum Associates.
- Brown, A. L., Bransford, J. D., Ferrara, R. A., & Campione, J. C. (1988). Learning, remembering, and understanding. In R. Glaser (Ed.), Advances in instructional psychology (Vol. 2, pp. 77-165). Lawrence Erlbaum Associates.
- Castronovo, F. (2018). Exploring the impact of educational games on learning outcomes. Journal of Educational Computing Research, 56(2), 153-175.
- Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79-122.
- Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686.
- Çatlak, S., Tekdal, M., & Soykan, E. (2015). The impact of block-based programming environments on student performance and perceptions. Journal of Educational Technology & Society, 18(3), 456-469.
- Çubukluöz, Ö. (2019). The impact of Scratch on the mathematical understanding of middle school students. Journal of Educational Technology & Society, 22(1), 123-134.
- Desoete, A., Roeyers, H., & De Clercq, A. (2006). Metacognitive skills in mathematics: Academic and developmental aspects. In A. Desoete & M. Veenman (Eds.), Metacognition in mathematics education (pp. 49-67). Nova Science Publishers.
- Efklides, A. (2020). Metacognition and learning: Theoretical and practical considerations. Educational Psychologist, 55(4), 243–257.
- Ferrara, J. (2012). Playful design: Creating game experiences in everyday interfaces. Rosenfeld Media.
- Flavell, J. H. (1976). Metacognitive aspects of problem-solving. In L. B. Resnick (Ed.), The nature of intelligence (pp. 231-235). Lawrence Erlbaum Associates.
- Flavell, J. H. (1979). Metacognition and cognitive monitoring: A new area of cognitive–developmental inquiry. American Psychologist, 34(10), 906-911.
- Foster, A., Mishra, P., & Koehler, M. J. (2013). Designing for metacognition: The role of self-regulated learning in game-based learning. Educational Technology Research and Development, 61(4), 799-823.
- Freitas, S. (2018). Are games effective learning tools? A review of educational games. Journal of Educational Computing Research, 56(2), 209-234.
- Galiç, M., & Yıldız, C. (2021). Does Scratch only teach programming? An analysis of mathematical concepts in Scratch projects. International Journal of Educational Technology, 18(3), 145-160.
- Gay, L. R. (2006). Educational research: Competencies for analysis and applications (8th ed.). Pearson Education.
- Greenberg, B. S., Sherry, J., Lachlan, K., Lucas, K., & Holmstrom, A. (2010). Orientations to video games among gender and age groups. Simulation & Gaming, 41(2), 238-259.
- Griffiths, M. D., Kuss, D. J., & King, D. L. (2012). Adolescent video game addiction: Issues for the future. International Journal of Mental Health and Addiction, 10(2), 111-119.
- Gui, Y., Cai, Z., Yang, Y., Kong, L., Fan, X., & Tai, R. H. (2023). Effectiveness of digital educational game and game design in STEM learning: A meta-analytic review. International Journal of STEM Education, 10, Article 36.
- Hayes, E., & Games, A. (2008). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 56(4), 456-473.
- Hill, C. (2015). Exploring the intersection of computational thinking and children's creativity in the context of game design. In Proceedings of the 14th International Conference on Interaction Design and Children (pp. 335-338). ACM
- Huizinga, J., Zomeren, M. T., & Hamari, J. (2009). Understanding gamification through an educational lens: The role of game elements in learning. In Proceedings of the European Conference on Games-Based Learning (pp. 26-33). Academic Publishing.
- Hwang, G. J., Sung, H. Y., Hung, C. M., & Huang, I. (2015). A learning style perspective to investigate the effectiveness of a game-based learning environment. Computers & Education, 88, 84-95.
- Järvinen, A. (2008). Games without frontiers: Theories and methods for game studies and design. In Proceedings of the Nordic Game Research Conference (pp. 13-16). Digital Games Research Association.
- Ke, F. (2016). Designing and integrating purposefully designed games for the classroom. Educational Technology Research and Development, 64(2), 143-155.
- Kim, J., & Park, H. (2023). The role of metacognitive strategies in educational digital games: Implications for game design. Educational Technology Research and Development, 71(2), 789-812.
- Koç, M. (2021). Evaluating the impact of digital educational games on learning outcomes: A metacognitive perspective. Journal of Educational Technology & Society, 24(1), 125-137.
- Landers, R. N., & Landers, A. K. (2014). An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and academic performance. Simulation & Gaming, 45(6), 769-785.
- Lozano, A. S., Canlas, R. J. B., Coronel, K. M., Canlas, J. M., Duya, J. G., Macapagal, R. C., Dungca, E. M., & Miranda, J. P. P. (2023). A game-based learning application to help learners to practice mathematical patterns and structures.
- Liu, M., Horton, L., Kimmons, R., & Lee, J. (2023). The role of gamification in learning: A meta-analysis of the learning impact of game elements. Journal of Educational Computing Research, 61(2), 321-345.
- Liu, T. C., Lee, S. W. Y., & Chen, C. H. (2010). Exploring the potential of game-based learning in educational contexts: A synthesis. Educational Technology & Society, 13(3), 157-168.
- MoNE (2018). Ministry of National Education Mathematics Curriculum
- McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin Press.
- Nam, C. S., Kang, K., & Go, E. (2010). The effect of collaborative online learning on cognitive and metacognitive skill development. Educational Technology Research and Development, 58(6), 645-671.
- Nourian, P., Azadi, S., Bai, N., de Andrade, B., Abu Zaid, N., Rezvani, S., & Pereira Roders, A. (2023). EquiCity Game: A mathematical serious game for participatory design of spatial configurations. Environment and Planning B: Urban Analytics and City Science, 50(9), 2052-2070.
- Organisation for Economic Co-operation and Development. (2020). Trends shaping education 2020. OECD Publishing.
- Orvis, K. A., Horn, D. B., & Belanich, J. (2009). The impact of self-regulation techniques on learning from a game-based environment. Computers in Human Behavior, 25(6), 1240-1248.
- Papert, S. (1980). Mindstorms: Children, computers, and powerful ideas. Basic Books.
- Patterson, L., & Shannon, P. (1993). Reflection, inquiry, action. In L. Patterson, C. M. Santa, K. G. Short, & K. Smith (Eds.), Teachers are researchers: Reflection and action (pp. 1-12). International Reading Association.
- Panadero, E. (2017). A review of self-regulated learning: Six models and four directions for research. Frontiers in Psychology, 8, 422
- Prensky, M (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1–6.
- Prensky, M. (2007). Changing paradigms: From "being taught" to "learning on your own with guidance". Educational Technology, 47(4), 1-3. https://doi.org/10.1007/BF02763354
- Rahman, M. T., Smith, L., & Tan, A. (2023). Promoting problem-solving skills through metacognitive strategies in game design. Computers in Human Behavior, 139, 107564.
- Salen, K., & Zimmerman, E (2004). Rules of Play: Game Design Fundamentals. Massachusetts Institute of Technology
- Schneider, W. & K. Lockl (2002). The development of metacognitive knowledge in children and adolescents. In Perfect, T. & Schwartz, B (eds.). Applied metacognition (pp. 36- 42). Cambridge University Pres.
- Schraw, G., & Dennison, R. S. (1994). Assessing metacognitive awareness. Contemporary Educational Psychology, 19(4), 460-475.
- Schraw, G., & Moshman, D. (1995). Metacognitive theories. Educational Psychology Review, 7(4), 351-371.
- Shin, S., & Park, P (2014). A study on the effect affecting problem solving ability of primary students through the Scratch programming. Advanced Science and Technology Letters, 59(1), 117-120.
- Silva, R., Sousa, M., & Pereira, F. (2022). Game design and metacognitive skills: A pathway to enhance learning experiences. International Journal of Learning Technologies, 18(2), 120-135.
- Sitzmann, T. (2011). A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel psychology, 64(2), 489-528.
- Tang, S., & Chen, P. (2012). Effects of metacognitive strategies on game-based learning. Journal of Computer Assisted Learning, 28(3), 321-334.
- Taylor, K., Campbell, M., & McKernan, K. (2010). Enhancing programming skills with a block-based language. Journal of Educational Technology Systems, 39(2), 161-175.
- Van Eck, R. (2015). Digital game-based learning: It's not just the digital natives who are restless. EDUCAUSE Review, 40(1), 16-30.
- Veenman, M. V., & Spaans, M. A (2005). Relation between intellectual and metacognitive skills: Age and task differences. Learning and Individual Differences, 15(2), 159-176.
- Veenman, Marcel V. J., Bernadette H. A. M. Van Hout-Wolters, and Peter Afflerbach (2006). Metacognition and learning: Conceptual and methodological considerations. Metacognition and Learning, 1(1), 3–14.
- Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education: A systematic literature review. International Journal of Educational Technology in Higher Education, 14(1), 22.
- Volkova, I. I (2013). Four pillars of gamification. Middle-East Journal of Scientific Research, 13, 149-152.
- Werbach, K (2013). Gamification. Class Lecture, Topic: “Gamification Design Framework” Coursera.
- Winne, P. H., & Hadwin, A. F. (2021). Self-regulated learning: Scaffolding students' opportunities to learn. Educational Psychologist, 56(4), 263–278
- Wouters, P., & Van Oostendorp, H. (2013). A meta-analytic review of the role of instructional support in game-based learning. Computers & Education, 60(1), 412-425.
- 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.
- Zepeda, C. D., & Nokes-Malach, T. J. (2023). The development of metacognition in childhood: Measuring metacognitive knowledge, monitoring, and control. Educational Psychology Review, 35(2), 459-488.
- Zhao, Y., & Ottenbreit-Leftwich, A. (2021). Digital game-based learning and its implications for teaching and learning. Computers & Education, 161, 104071
- Zhou, Y., & Li, H. (2023). Exploring the relationship between digital game design and metacognitive processes: Implications for education. Educational Psychology Review, 35(1), 65-92.