The significant development of technology has greatly influenced crucial sectors of society, including health, economy, public health, and business. Technological tools have become essential in daily life, impacting the educational process across all age groups. Previous research has demonstrated the pervasive integration of technology into everyday activities, emphasizing the compelling attraction that screens and mobile devices provide, particularly among younger generations. However, earlier studies have often overlooked the detailed impact and practical applications of these technologies within the educational sector, particularly through computer games. This study employs a comprehensive analysis of scientific articles available on the internet, examining global research on the use of computer games in education. The research methods include a systematic review of publications, focusing on primary education while also considering other educational levels to provide a holistic view. The analytical approach highlights the practices employed during the implementation of educational computer games and their effects on the learning process. The major findings reveal that educational computer games have become a highly popular pedagogical method, effectively capturing the interest of both students and educators. The study underscores the growing demand for these educational tools and the promise of continuous improvements and additions to this type of teaching. The results suggest that integrating computer games into education not only enhances engagement but also signifies a progressive shift in teaching methodologies, paving the way for innovative educational practices.
Sachinidou et al. (Tue,) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: