Systematic Review of Enjoyment Element in Health-Related Game-Based Learning
Abstract
Educational games are often used as teaching and learning tools, with studies showing that game-based learning is widely accepted among children and teenagers. The experience of enjoyment typically associated with playing games provides for a deeper learning experience and allows the individual to connect various concepts, skills, and knowledge, as well as sparking creativity. This paper builds upon previous studies of enjoyment in health-based gaming and aims to articulate a definition of enjoyment in gaming. Drawing on Miles’ taxonomy, the review further set out to identify and bridge gaps in our theoretical understanding of enjoyment. Three theories were found to be particularly relevant for explaining the concept of enjoyment in relation to health-based gaming: self-determination theory, flow theory, and uses and gratification theory.
Keywords
Enjoyment, Fun, Pleasure, Health Games, Health-Based Games, Serious Games, Theoretical Gaps
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PDFCopyright (c) 2020 Habibah Ab Jalil, Nurul Amelina Nasharuddin, Erzam Marlisah, Ahmad Iqmer Nashriq Mohd Nazan, Ismi Arif Ismail, Aini Marina Ma’rof, Nur Ain Farhan Mohd Rusdi, Zeinab Zaremohzzabieh
International Journal of Emerging Technologies in Learning (iJET) – eISSN: 1863-0383