Integrating Board Games in Primary Classrooms to Build Dynamic Learning Environments: A Systematic Review
DOI:
https://doi.org/10.52217/lentera.v18i1.1579Keywords:
Board Game, Elementary School, Student EngagementAbstract
In recent years, the development of educational technology has provided various tools to create more interactive and engaging learning methods. One increasingly popular approach is gamification, which has proven effective in enhancing student engagement and motivation. Learning media such as board games hold significant potential to strengthen active student participation, provide enjoyable learning experiences, and foster the development of their social and cognitive skills. Based on this premise, this study aims to analyze the effectiveness of board games as an educational tool to enhance the engagement of elementary school students. The authors employed a Systematic Literature Review to examine research on the effectiveness of board games as an educational medium for improving student engagement in elementary schools. Data mining was conducted using Publish or Perish with relevant keywords such as "board game," "student engagement," and "elementary school." The research process involved selecting articles based on strict inclusion and exclusion criteria. After collecting initial data, the articles were filtered using the PRISMA framework. The study's findings indicate that students who learn using board games exhibit higher levels of engagement and motivation compared to those taught through conventional methods, primarily due to the more interactive and enjoyable learning environment. Gamification elements such as challenges, scores, and rewards effectively enhance students' social and cognitive skills while deepening their understanding of the subject matter. These findings suggest that integrating board games into the elementary school curriculum can be an effective approach to creating a dynamic learning environment that supports students' holistic development.
References
Arayapisit, T., Pojmonpiti, D., Dansirisomboon, K., Jitverananrangsri, K., Poosontipong, D., & Sipiyaruk, K. (2023). An educational board game for learning orofacial spaces: An experimental study comparing collaborative and competitive approaches. Anatomical Sciences Education, 16(4), 666–676. https://doi.org/10.1002/ase.2257
Baek, Y., & Touati, A. (2020). Comparing Collaborative and Cooperative Gameplay for Academic and Gaming Achievements. Journal of Educational Computing Research, 57(8), 2110–2140. https://doi.org/10.1177/0735633118825385
Bouchrika, I., Harrati, N., Wanick, V., & Wills, G. (2021). Exploring the impact of gamification on student engagement and involvement with e-learning systems. Interactive Learning Environments, 29(8), 1244–1257. https://doi.org/10.1080/10494820.2019.1623267
Chiarello, F., & Castellano, M. G. (2016). Board games and board game design as learning tools for complex scientific concepts: Some experiences. International Journal of Game-Based Learning, 6(2), 1–14. https://doi.org/10.4018/IJGBL.2016040101
Dio, R. (n.d.). Game Development as Students’ Engagement Project in High School Mathematics. https://www.researchgate.net/publication/335338848
Handarini, D., Mulyani, H., & Susilowati, N. (2022). The Application of Monopoly Game Learning Media in Increasing Student Motivation in Learning Basic of Accounting in Vocational School. In Cilt28,Sayı (Vol. 1, Issue 1).
Kesuma, A. T., Harun, Putranta, H., Mailool, J., & Adi Kistoro, H. C. (2020). The effects of MANSA historical board game toward the students’ creativity and learning outcomes on historical subjects. In European Journal of Educational Research (Vol. 9, Issue 4, pp. 1689–1700). Eurasian Society of Educational Research. https://doi.org/10.12973/EU-JER.9.4.1689
Khan, A., Ahmad, F. H., & Malik, M. M. (2017). Use of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference. Education and Information Technologies, 22(6), 2767–2804. https://doi.org/10.1007/s10639-017-9622-1
Kuo, H. C., Weng, T. L., Chang, C. C., & Chang, C. Y. (2023). Designing Our Own Board Games in the Playful Space: Improving High School Student’s Citizenship Competencies and Creativity through Game-Based Learning. Sustainability (Switzerland), 15(4). https://doi.org/10.3390/su15042968
Lasala, N. J. (2023). EDUTainment: Effectiveness of Game-based Activities in Teaching Ecosystem Topics. Recoletos Multidisciplinary Research Journal, 11(2), 69–83. https://doi.org/10.32871/rmrj2311.02.07
Lazarevic, B., Stojanovic, M., Pisarov, J., & Bojanic, N. (2024). EVALUATING THE IMPACTS OF NTC LEARNING SYSTEM ON THE MOTIVATION OF STUDENTS IN LEARNING PHYSICS CONCEPTS USING CARD–BASED LEARNING APPROACHES. Journal of Baltic Science Education, 23(2), 331–351. https://doi.org/10.33225/jbse/24.23.331
Lin, H. C. K., Lin, Y. H., Huang, Y. M., Wang, T. H., & Su, L. K. (2020). Effects of incorporating ar into a board game on learning outcomes and emotions in health education. Electronics (Switzerland), 9(11), 1–15. https://doi.org/10.3390/electronics9111752
Moher, D., Liberati, A., Tetzlaff, J., Altman, D. G., & Group, P. (n.d.). Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement. www.annals.org
Munawarah, S., Hayati, S., Fitriyani, W., Rahman, E., Mieyrandha, M., Maharani, L. M., Tegar, J., & Fauzi, I. (2024). Games in Enhancing Productive Skills for EFL Students. EBONY: Journal of English Language Teaching, Linguistics, and Literature, 4(2), 42–51. https://doi.org/10.37304/ebony.v4i2.14032
Muzkiyah, A., & Nugroho, D. A. (2024). Enhancing Learning Engagement in Madrasah Ibtidaiyah Students Through AR-Based Monopoly Media in History Education. AL-ISHLAH: Jurnal Pendidikan, 16(2). https://doi.org/10.35445/alishlah.v16i2.4972
Nightingale, A. (2009). A guide to systematic literature reviews. In Surgery (Vol. 27, Issue 9, pp. 381–384). https://doi.org/10.1016/j.mpsur.2009.07.005
Nur Shoufil Huda, M., Atul Makrifah, I., Studi Pendidikan Bahasa Imggris, P., & Ilmu Pendidikan dan Sosial, F. (n.d.). Developing Monopoly Game to Teach Speaking Skill at X Grade of MA Sirojut Tholibin.
Ober, C. P. (2016). Assessment of Student Engagement When Using a Novel Board Game for Teaching Thoracic Radiography to Fourth-Year Veterinary Students. Medical Science Educator, 26(1), 39–42. https://doi.org/10.1007/s40670-015-0222-7
Okoli, C. (2015). A Guide to Conducting a Standalone Systematic Literature Review Chitu Okoli. A Guide to Conducting a Standalone Systematic Literature Review. In Communications of the Association for Information Systems. https://hal.science/hal-01574600v1
Phillips, R. S., Horstman, T., Vye, N., & Bransford, J. (2014). Engagement and Games for Learning: Expanding Definitions and Methodologies. Simulation and Gaming, 45, 548–568. https://doi.org/10.1177/1046878114553576
Pinedo, R., García-Martín, N., Rascón, D., Caballero-San José, C., & Cañas, M. (2022). Reasoning and learning with board game-based learning: A case study. Current Psychology, 41(3), 1603–1617. https://doi.org/10.1007/s12144-021-01744-1
Pinhatti, K., Amaro de Lima, M., Cirimbelli, C. F., Ercolin, A. C. M., Disselli, T., & Hage, M. C. F. N. S. (2019). Board game improves the learning process in small-animal diagnostic imaging. Advances in Physiology Education, 43(1), 66–68. https://doi.org/10.1152/advan.00034.2018
Radzi, S. H. B. M., Ying, T. Y., Abidin, M. Z. Z., & Ahmad, P. A. (2020). The effectiveness of board game towards soft skills development for higher education. Elementary Education Online, 19(2), 94–106. https://doi.org/10.17051/ilkonline.2020.02.111
Rivera, E. S., & Garden, C. L. P. (2021). Gamification for student engagement: a framework. Journal of Further and Higher Education, 45(7), 999–1012. https://doi.org/10.1080/0309877X.2021.1875201
Rodríguez-Ferrer, J. M., Manzano-León, A., Fernández-Jiménez, C., Luque de la Rosa, A., Fernández-Campoy, J. M., & Aguilar-Parra, J. M. (2023). Shall we play together? Game-based learning for engagement and classroom climate in Spanish socially deprived communities. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1163441
Santria, U., & Hartono, H. (2019). Challenging student to play the ladder snake game “finish your mean” to improve students’ communication and collaboration. Journal of Physics: Conference Series, 1157(4). https://doi.org/10.1088/1742-6596/1157/4/042125
Sappaile, B. I., Xu, S., Oci, M., Xavier, M., & Halim, C. (2024). The Influence of Gamification Techniques on Students’ Learning Performance and Motivation in Learning: An Experimental Study. Journal Neosantara Hybrid Learning, 2(1), 394–408. https://doi.org/10.55849/jnhl.v2i1.935
Setambah, M. A. B., Adnan, M., Zaini, S. H., Mujiasih, Hidayat, R., Ibrahim, M. A., & Hanazono, H. (2024). IMPACT OF “DONKEY”, “SNAP” DAN “KING” (DSK) NON-DIGITAL GAMIFICATION CARDS ON FOURTH-GRADE STUDENTS’ MATH PERFORMANCE IN FRACTIONS. Infinity Journal, 13(1), 175–196. https://doi.org/10.22460/infinity.v13i1.p175-196
Sezaki, H., Lei, Y., Xu, Y., Hachisuka, S., Warisawa, S., & Kurita, K. (2023). Online Technology-Based Microteaching in Teacher Education: A Systematic Literature Review. Procedia Computer Science, 225, 2487–2496. https://doi.org/10.1016/j.procs.2023.10.240
Torabi, K., Bazrafkan, L., Sepehri, S., & Hashemi, M. (2013). The effect of logbook as a study guide in dentistry training. In J. Adv Med&Prof (Vol. 1, Issue 3).
Tu, J. C., & Chu, K. H. (2020). Analyzing the relevance of peer relationship, learning motivation, and learning effectiveness-design students as an example. Sustainability (Switzerland), 12(10). https://doi.org/10.3390/SU12104061
Wang, S. I., Chiu, L., & Liu, E. Z. (2023). Board Games as Alternative Method of English Language Teaching in Taiwanese Studies. Eurasian Journal of Applied Linguistics, 9(3), 247–259. https://doi.org/10.32601/ejal.903022
Yu, Z., Gao, M., & Wang, L. (2021). The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction. Journal of Educational Computing Research, 59(3), 522–546. https://doi.org/10.1177/0735633120969214
Zanah, L. M., Sumiati, T. E., Affifah, I., Santuso, E., Kusumawati, A. C., & Hartati, A. (2024). The Influence of Chemopoly Learning Media on Learning Motivation of Class XII Students on Elemental Chemistry Material. Jambura Journal of Educational Chemistry, 6(2), 118–125. https://doi.org/10.37905/jjec.v6i2.23312
Zheng, Y., Zhang, J., Li, Y., Wu, X., Ding, R., Luo, X., Liu, P., & Huang, J. (2024). Effects of digital game-based learning on students’ digital etiquette literacy, learning motivations, and engagement. Heliyon, 10(1). https://doi.org/10.1016/j.heliyon.2023.e23490
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Aulia Yuliani, Agus Juhana

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.