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June 13, 2026Journal of Learning and Teaching in Digital Age0 citationsOpen Access

Reflections of Collaborative Digital Game-Based Learning on Student Emotions, Social Interaction, and Classroom Management

TTTuba TopçuDDDilek Doğan

Key Points

  • This study examines how collaborative digital games impact fourth-grade students' emotions and classroom dynamics.
  • Mixed-methods design involving 31 primary school students
  • Data collection included Brief Emotional Experience Scale, observations, and interviews over four weeks
  • Quantitative analysis utilized Friedman and Wilcoxon signed-rank tests for statistical evaluation.
  • Emotional states improved significantly, with positive emotions rising and negative emotions declining over weeks
  • Qualitative feedback indicated enjoyment, motivation, and social engagement
  • Classroom observations noted high participation and peer support, yet highlighted challenges such as competition-related tension.

Abstract

This study aimed to examine the effects of digital games, played collaboratively, on fourth-grade students’ emotional experiences, peer interactions, and classroom managementdynamics. A mixed-methods design was employed, involving 31 primary school students.Data triangulation was achieved through the Brief Emotional Experience Scale (BEES),open-ended reflections, structured classroom observations, and semi-structured interviewswith all participants over a four-week implementation period. Quantitative analysis, usingFriedman and Wilcoxon signed-rank tests, revealed statistically significant improvementsin emotional states. Positive emotions increased significantly between Weeks 2 and 4, whilenegative emotions decreased between Weeks 3 and 4, suggesting that emotional shiftsemerged progressively. Qualitative thematic analysis supported these results, with studentsdescribing the experience as enjoyable, motivating, and socially engaging. Observationsindicated high levels of active participation, peer support, and shared responsibility.However, challenges such as occasional competition-related tension and increased noiselevels were noted, highlighting the necessity of structured facilitation. Overall, the findingssuggest that digital games played in a collaborative, whole-class format can fosteremotionally engaging and socially interactive environments. The study concludes thatsuccessful implementation depends on clear pedagogical planning and proactive classroommanagement strategies to balance engagement with classroom order.

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Cite This Study

Topçu et al. (2026) studied this question.

synapsesocial.com/papers/6a2cf5aefaef96ed7f05793bhttps://doi.org/10.53850/joltida.1803803
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