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Games in the twenty-first century have the potential to be important educational tools. Today's kids are easily distracted, and game-based learning is the panacea because it has the potential to fully immerse them in the subject and curriculum. Not only can game-based learning bring a course to life by engaging and motivating students, but it may also serve as a platform for critical thinking, creativity, quick feedback, and collaboration. Different learning styles of pupils are one of the most difficult obstacles in education, yet game-based learning can easily overcome this. Different genres of games include action, adventure, fighting, puzzles, role-playing, simulation, sports, and strategy. Game designers may be able to choose the genre that is best suited for effective learning. Even with all the benefits of game-based learning, some obstacles remain, such as teachers' resistance to change or poor educational game design. Some teachers may be intimidated by students who are often far ahead of them in their use of technology. In this aspect, there is a significant conceptual generation gap, and planning, developing, and implementing games in curricula can be costly. While some games can be repurposed for educational purposes, many cannot be repurposed to satisfy student expectations. Because of the large appeal of games, many educators are introducing a wide variety of concepts through gaming. By teaching students through educational games, teachers can engage students, and students have fun while learning. However, from a large number of game engines and frameworks dedicated to educational game development, determining which tool to employ may be problematic. This literature review identifies the research on game development, the challenges from educators' perspectives, and the possible technical barriers developers must overcome to develop truly engaging educational materials through gaming.
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A. Ghosh (2022) studied this question.
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