Systematic review of game-based teaching in art education
DOI:
https://doi.org/10.21703/rexe.v25i.3666Keywords:
Gamification, Educational games, Game-based Learning, visual arts, Active Methodologies;Abstract
Traditional education, which focuses on memorization and the transmission of knowledge, often results in superficial learning. In contrast, modern pedagogy incorporates new methods such as game-based learning and gamification. Recent studies highlight how games can increase engagement, motivation, and academic performance, while new technologies promise to further revolutionize interactive and personalized learning. This brings us to the purpose of this paper: to conduct a systematic literature review of studies related to gaming and gamification in artistic learning environments. An exploratory study was conducted using a qualitative method with the following inclusion criteria: scientific articles related to gaming and/or gamification, developed using experimental or quasi-experimental methods. The initial search resulted in 156 articles. After applying all exclusion criteria, a sample of 19 articles was obtained. The results of this study confirmed the importance of games in arts education and their impact on student’s academic performance and motivation. It also identifies the most commonly used and effective methods, such as gamification, augmented reality, and virtual reality, and underscores the importance of using new technologies in this context. However, it highlights the lack of studies of this type conducted in the artistic field, particularly at the higher education level.
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