Abstract This study reviews the literature on board games for collaborative learning in science education, analysing 76 articles from 2000 to 2024. It examines research methodologies, data collection tools, sample sizes, and data analysis methods, focusing on subject areas and types of board games used. Key findings reveal a predominance of physical (paper‐based) board games. Research methodologies were primarily quantitative, with descriptive analysis being the most common approach, typically employing varied sample sizes (median 48.5 participants). Evidence suggests that board games can enhance scientific knowledge acquisition, improve student engagement, and foster collaborative skills. However, the review identifies critical limitations in the existing literature, including a prevalence of small sample sizes, a lack of long‐term effectiveness studies, and insufficient focus on specific game mechanisms. Future research should prioritise investigating game mechanisms, explicitly measuring collaborative learning outcomes, improving methodological rigour, and assessing long‐term impacts on knowledge retention. Context and implications Rationale for this study: This systematic review addresses a gap by synthesising empirical evidence on board games for collaborative learning in science education, providing a comprehensive overview of existing research. Why the new findings matter: Our findings quantify board games' positive impacts on science knowledge, engagement, and collaborative skills, while identifying methodological gaps and crucial future research directions. Implications for educational institutions, policymakers, educators and learners: This review highlights effective practices for integrating board games into science education, guiding the creation of more engaging and impactful collaborative learning experiences. For researchers: It identifies critical gaps in the literature, emphasising the need for studies on specific game mechanisms, long‐term effectiveness, enhanced methodological rigour (e.g. control groups, inferential statistics), and exploration across diverse populations and digital technologies. This provides a roadmap for future investigations to deepen our understanding and optimise the integration of board games.
Othman et al. (Mon,) studied this question.
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