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Stream/Area:
-
Subject:
-
Paper ID:
IJSREM67746
Volume:
10 |
10 |
Oct 2026
Pages:
1-4
Publication Frequency:
Monthly (12 issues per year)
License:International Journal of Scientific Research in Engineering and Management follows the Creative Commons Attribution 4.0 (CC BY 4.0) License, allowing free use and distribution with proper attribution.
Department of Master of Computer Applications
ASM’s Institute of Business Management and Research Chinchwad, Pune-19, Maharashtra, India
Department of Master of Computer Applications
ASM’s Institute of Business Management and Research Chinchwad, Pune-19, Maharashtra, India
Department of Master of Computer Applications
ASM’s Institute of Business Management and Research Chinchwad, Pune-19, Maharashtra, India
Department of Master of Computer Applications
ASM’s Institute of Business Management and Research Chinchwad, Pune-19, Maharashtra, India
Game-based learning has become an interactive way of supporting learning alongside conventional classroom methods. This review examines two applications of educational games: serious games for moral sensitivity and digital game-based learning for digital etiquette, motivation, and engagement. The first study examines how a serious moral game can support moral sensitivity in business-related situations. The second study looks at digital game-based learning for improving students’ digital etiquette literacy, while also examining learning motivation and engagement. This review compares the educational objectives, learning approaches, outcomes, and limitations reported in the two studies. The comparison shows that game-based learning can be used for different educational purposes, including ethical awareness and responsible behavior in digital environments. However, its effectiveness depends on factors such as instructional design, learner characteristics, learning context, and evaluation methods. The review also identifies research gaps related to broader participant groups, long-term evaluation, measurement approaches, and the design of effective game-based learning interventions.
KEYWORDS
The reviewed studies demonstrate two different applications of game-based learning in education. The first examines serious games as a method for supporting moral and ethical learning, while the second investigates digital game-based learning for digital etiquette, learning motivation, and student engagement. The comparison shows that educational games can be designed for different learning objectives and can provide interactive environments for developing knowledge, awareness, and behavioural skills. However, the effectiveness of a game-based approach depends on the educational objective, learning design, learner characteristics, context, and evaluation approach. The review also identifies the need for broader participant groups, long-term evaluation, diverse assessment methods, and further investigation into the relationship between game design and learning outcomes. Future research should therefore focus on developing and evaluating game-based learning approaches across different educational contexts while using reliable and multidimensional methods for measuring their effectiveness.
[1] C. Tanner, D. Schmocker, J. Katsarov, and M. Christen, “Educating Moral Sensitivity in Business: An Experimental Study to Evaluate the Effectiveness of a Serious Moral Game.” [2] Y. Zheng, J. Zhang, Y. Li, X. Wu, R. Ding, X. Luo, P. Liu, and J. Huang, “Effects of Digital Game-Based Learning on Students’ Digital Etiquette Literacy, Learning Motivations, and Engagement.” [3] W. Lin, J.-Y. Wang, and H.-P. Yueh, “Learning Information Ethical Decision Making with a Simulation Game.” [4] H. Siala, M. Tajvidi, Y. Wang, N. Hajli, M.-O. Richard, and M. Brannan, “Using Serious Games for Learning Business Ethics: Exploring Its Socio-technical Enablers and Cross-cultural Influences.” [5] P. Tapingkae, P. Panjaburee, G.-J. Hwang, and N. Srisawasdi, “Effects of a Formative Assessment-Based Contextual Gaming Approach on Students’ Digital Citizenship Behaviours, Learning Motivations, and Perceptions.” [6] I. Srivastava, H. Sachdeva, and S. Tyabji, “Integrating Gamification in Design Research: A Pedagogical Approach for Design Education in India.” [7] M. Nadeem, M. Oroszlányová, and W. Farag, “Effect of Digital Game-Based Learning on Student Engagement and Motivation.” [8] C.-C. Chen and H.-Y. Tu, “The Effect of Digital Game-Based Learning on Learning Motivation and Performance Under Social Cognitive Theory and Entrepreneurial Thinking.” [9] A. M. Barua and S. S. Bharali, “Gamification and Its Challenges in E-Learning: A Case Study of Computer Science Learners in KKHSOU.” [10] E. Palikot, K. Agrawal, A. Kanodia, and S. Athey, “Contests, Gamification, and Persistent Engagement in Educational Technology.”
Publication Date
10/12/2026
Peer Review Type
Double-Blind Peer Review
Review Rounds: 2
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Conflict of Interest
The authors declare no conflict of interest related to this research work.
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