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The landscape of research on the use of digital game-based learning apps to nurture creativity among young children: A review

创造力 心理学 先天与后天 发散思维 数学教育 社会心理学 社会学 人类学
作者
Najmeh Behnamnia,Amirrudin Kamsin,Maizatul Akmar Ismail
出处
期刊:Thinking Skills and Creativity [Elsevier]
卷期号:37: 100666-100666 被引量:60
标识
DOI:10.1016/j.tsc.2020.100666
摘要

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 evaluation creativity. Trends and perspectives for the future are also discussed, as DGBL can potentially affect students' ability to develop creative skills and critical thinking, knowledge transfer, acquisition of skills in digital experience, and a positive attitude toward learning. The results demonstrate that the use of DGBL has had an active effect on strengthening children's creative thinking. This study provides an outlook for researchers, game designers, developers in the field of DGBL and creativity. This research provides new insights, advice, and effective suggestions on how to increase creative skills, motivate, and improve learning outcomes and demonstrate learning with DGBL composition in teaching young students.
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