作者
Najmeh Behnamnia, Amirrudin Kamsin, Maizatul Akmar Binti Ismail
发表日期
2020/9/1
来源
Thinking Skills and Creativity
卷号
37
页码范围
100666
出版商
Elsevier
简介
Although in the recent study digital game-based learning (DGBL) has the potential to enable new forms of learning, it remains unclear how DGBL applications can impact young students’ creativity. The main purpose of this study is to investigate whether DGBL application technologies (tablets and smartphones), can improve creativity skills in preschool children (ages 3–6). Hence, the author has reviewed the literature regularly over the past decade and found 67 articles, of which only 20 have been considered to be more relevant to the subject matter. Based on the findings, the author used PRISMA's principles analysis of studies on the characteristics of DGBL technology to enhance creativity and learning. This classification has been focused on four areas: the objectives of current studies, impact of using technology (tablets, smartphones) on children’s creativity, the theories of creativity in DGBL apps, methods of …
引用总数
20202021202220232024412292920