{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,8,13]],"date-time":"2026-08-13T15:48:30Z","timestamp":1786636110498,"version":"3.56.0"},"reference-count":80,"publisher":"MDPI AG","issue":"9","license":[{"start":{"date-parts":[[2023,9,6]],"date-time":"2023-09-06T00:00:00Z","timestamp":1693958400000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Computers"],"abstract":"<jats:p>Currently, academia is grappling with a significant problem\u2014a lack of engagement. Humankind has gone too far into exploring entertainment options, while the education system has not really kept up. Millennials love playing games, and this addiction can be used to engage and motivate them in the learning process. This study examines the effect of digital game-based learning on student engagement and motivation levels and the gender differences in online learning settings. This study was conducted in two distinct phases. A game-based and traditional online quizzing tools were used to compare levels of engagement and motivation, as well as to assess the additional parameter of gender difference. During the first phase of the study, 276 male and female undergraduate students were recruited from Sophomore Seminar classes, and 101 participated in the survey, of which 83 were male and 18 were female. In the second phase, 126 participants were recruited, of which 107 (63 females and 44 males) participated in the anonymous feedback surveys. The results revealed that digital game-based learning has a more positive impact on student engagement and motivation compared to traditional online activities. The incorporation of a leaderboard as a gaming element in the study was found to positively impact the academic performance of certain students, but it could also demotivate some students. Furthermore, female students generally showed a slightly higher level of enjoyment toward the games compared to male students, but they did not prefer a comparison with other students as much as male students did. The favorable response from students toward digital game-based activities indicates that enhancing instruction with such activities will not only make learning an enjoyable experience for learners but also enhance their engagement.<\/jats:p>","DOI":"10.3390\/computers12090177","type":"journal-article","created":{"date-parts":[[2023,9,6]],"date-time":"2023-09-06T10:14:14Z","timestamp":1693995254000},"page":"177","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":137,"title":["Effect of Digital Game-Based Learning on Student Engagement and Motivation"],"prefix":"10.3390","volume":"12","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-1358-6085","authenticated-orcid":false,"given":"Muhammad","family":"Nadeem","sequence":"first","affiliation":[{"name":"College of Engineering and Technology, American University of the Middle East, Egaila 54200, Kuwait"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-4169-9861","authenticated-orcid":false,"given":"Melinda","family":"Oroszlanyova","sequence":"additional","affiliation":[{"name":"College of Engineering and Technology, American University of the Middle East, Egaila 54200, Kuwait"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Wael","family":"Farag","sequence":"additional","affiliation":[{"name":"College of Engineering and Technology, American University of the Middle East, Egaila 54200, Kuwait"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"1968","published-online":{"date-parts":[[2023,9,6]]},"reference":[{"key":"ref_1","unstructured":"UNICEF (2021). The State of the Global Education Crisis: A Path to Recovery: A Joint UNESCO, UNICEF, and World Bank Report, UNICEF."},{"key":"ref_2","doi-asserted-by":"crossref","first-page":"77","DOI":"10.1080\/14697017.2015.1128168","article-title":"Reflections: Academia\u2019s Emerging Crisis of Relevance and the Consequent Role of the Engaged Scholar","volume":"16","author":"Hoffman","year":"2016","journal-title":"J. Chang. Manag."},{"key":"ref_3","first-page":"11","article-title":"Embedding online activities during lecture time: Roll call or enhancement of student participation?","volume":"18","author":"Nadeem","year":"2021","journal-title":"J. Univ. Teach. Learn. Pract."},{"key":"ref_4","doi-asserted-by":"crossref","unstructured":"Akhtar, S., Nadeem, M., Rashdan, M., Hussain, B., Ansari, E., and Aslam, M. (2023). Online Mode of Teaching and Learning Process in Engineering Discipline: Teacher Perspective on Challenges Faced and Recommendations. Educ. Sci., 13.","DOI":"10.3390\/educsci13020200"},{"key":"ref_5","doi-asserted-by":"crossref","unstructured":"Tsegay, S., Ashraf, M., Perveen, S., and Zegergish, M. (2022). Online teaching during COVID-19 pandemic: Teachers\u2019 experiences from a Chinese university. Sustainability, 14.","DOI":"10.3390\/su14010568"},{"key":"ref_6","doi-asserted-by":"crossref","unstructured":"Ahshan, R. (2021). A Framework of Implementing Strategies for Active Student Engagement in Remote\/Online Teaching and Learning during the COVID-19 Pandemic. Educ. Sci., 11.","DOI":"10.3390\/educsci11090483"},{"key":"ref_7","doi-asserted-by":"crossref","first-page":"909","DOI":"10.1007\/s12008-019-00557-8","article-title":"Active learning in engineering education. A review of fundamentals, best practices and experiences","volume":"13","year":"2019","journal-title":"Int. J. Interact. Des. Manuf."},{"key":"ref_8","doi-asserted-by":"crossref","unstructured":"Nadeem, M., Blumenstein, M., and Biglari-Abhari, M. (2018, January 4\u20137). Exploring the Impact of in Class Writing Exercises in an Engineering Course. Proceedings of the 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, Wollongong, NSW, Australia.","DOI":"10.1109\/TALE.2018.8615411"},{"key":"ref_9","doi-asserted-by":"crossref","first-page":"106","DOI":"10.5296\/ijld.v8i4.14057","article-title":"A review on application of artificial intelligence in teaching and learning in educational contexts","volume":"8","author":"Fahimirad","year":"2018","journal-title":"Int. J. Learn. Dev."},{"key":"ref_10","first-page":"100006","article-title":"Chatbots: History, technology, and applications","volume":"2","author":"Adamopoulou","year":"2020","journal-title":"Mach. Learn. Appl."},{"key":"ref_11","first-page":"33","article-title":"Podcasting in education","volume":"5","author":"Campbell","year":"2005","journal-title":"Educause"},{"key":"ref_12","doi-asserted-by":"crossref","unstructured":"Nadeem, M., Chandra, A., Livirya, A., and Beryozkina, S. (2020). AR-LabOr: Design and Assessment of an Augmented Reality Application for Lab Orientation. Educ. Sci., 10.","DOI":"10.3390\/educsci10110316"},{"key":"ref_13","doi-asserted-by":"crossref","unstructured":"Nadeem, M., Lal, M., Cen, J., and Sharsheer, M. (2022). AR4FSM: Mobile Augmented Reality Application in Engineering Education for Finite-State Machine Understanding. Educ. Sci., 12.","DOI":"10.3390\/educsci12080555"},{"key":"ref_14","unstructured":"Hamari, J., Xi, N., Legaki, Z., and Morschheuser, B. (2023, January 3\u20136). Gamification. Proceedings of the 56th Hawaii International Conference on System Sciences, Maui, HI, USA."},{"key":"ref_15","unstructured":"Serrano, K. (2019). The Effect of Digital Game-Based Learning on Student Learning: A Literature Review, University of Northern Iowa. Graduate Research Papers."},{"key":"ref_16","doi-asserted-by":"crossref","first-page":"100112","DOI":"10.1016\/j.ynirp.2022.100112","article-title":"Video game players have improved decision-making abilities and enhanced brain activities","volume":"2","author":"Jordan","year":"2022","journal-title":"Neuroimage Rep."},{"key":"ref_17","unstructured":"de Carvalho, C.V., Escudeiro, P., and Coelho, A. (2016, January 16\u201317). Serious games, interaction and simulation. Proceedings of the 6th International Conference, SGAMES 2016, Porto, Portugal."},{"key":"ref_18","doi-asserted-by":"crossref","first-page":"100322","DOI":"10.1016\/j.edurev.2020.100322","article-title":"Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts","volume":"30","author":"Bai","year":"2020","journal-title":"Educ. Res. Rev."},{"key":"ref_19","doi-asserted-by":"crossref","first-page":"777","DOI":"10.1002\/cae.12116","article-title":"Gamification through leaderboards: An empirical study in engineering education","volume":"27","author":"Chiluiza","year":"2019","journal-title":"Comput. Appl. Eng. Educ."},{"key":"ref_20","doi-asserted-by":"crossref","first-page":"104297","DOI":"10.1016\/j.compedu.2021.104297","article-title":"From top to bottom: How positions on different types of leaderboard may affect fully online student learning performance, intrinsic motivation, and course engagement","volume":"173","author":"Bai","year":"2021","journal-title":"Comput. Educ."},{"key":"ref_21","doi-asserted-by":"crossref","first-page":"254","DOI":"10.1016\/j.compedu.2018.06.018","article-title":"Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts","volume":"125","author":"Huang","year":"2018","journal-title":"Comput. Educ."},{"key":"ref_22","first-page":"2019","article-title":"How to gamify learning systems? An experience report using the design sprint method and a taxonomy for gamification elements in education","volume":"22","author":"Toda","year":"2019","journal-title":"J. Educ. Technol. Soc."},{"key":"ref_23","doi-asserted-by":"crossref","first-page":"35","DOI":"10.1016\/j.sbspro.2013.06.007","article-title":"Efficient Vocabulary Learning Through Online Activities","volume":"83","author":"Kalygua","year":"2013","journal-title":"Procedia Soc. Behav. Sci."},{"key":"ref_24","unstructured":"ISFE (2021). The Year We Played Together, European Games Developer Federation."},{"key":"ref_25","unstructured":"Statistical Office of the European Union (2019). Key Figures on Europe: Statistics Illustrated\u20142019 Edition."},{"key":"ref_26","unstructured":"Fosnot, C.T. (2013). Constructivism: Theory, Perspectives, and Practice, Teachers College Press."},{"key":"ref_27","first-page":"7","article-title":"Experiential learning theory as a guide for experiential educators in higher education","volume":"1","author":"Kolb","year":"2017","journal-title":"Exp. Learn. Teach. High. Educ."},{"key":"ref_28","first-page":"261","article-title":"Flow Theory","volume":"12","author":"Umirziyaev","year":"2022","journal-title":"Eurasian J. Soc. Sci. Philos. Cult."},{"key":"ref_29","first-page":"192","article-title":"Online Game-Based Learning to Enhance Student Engagement, Motivation and 21st-Century Skills","volume":"4","author":"Zahra","year":"2023","journal-title":"Learning"},{"key":"ref_30","doi-asserted-by":"crossref","first-page":"550","DOI":"10.1016\/j.chb.2016.08.049","article-title":"Studying student differentiation in gamified education: A long-term study","volume":"71","author":"Barata","year":"2017","journal-title":"Comput. Hum. Behav."},{"key":"ref_31","first-page":"37","article-title":"Gamification techniques increase your employees\u2019 ability to learn by 40%","volume":"18","author":"Giang","year":"2013","journal-title":"Bus. Insid."},{"key":"ref_32","doi-asserted-by":"crossref","first-page":"221","DOI":"10.1016\/j.compedu.2015.10.010","article-title":"Engaging Asian students through game mechanics: Findings from two experiment studies","volume":"92","author":"Hew","year":"2016","journal-title":"Comput. Educ."},{"key":"ref_33","doi-asserted-by":"crossref","first-page":"98","DOI":"10.1016\/j.chb.2016.12.018","article-title":"Gamifying an ICT course: Influences on engagement and academic performance","volume":"69","author":"Atabay","year":"2017","journal-title":"Comput. Hum. Behav."},{"key":"ref_34","doi-asserted-by":"crossref","first-page":"191","DOI":"10.1016\/j.ijinfomgt.2018.10.013","article-title":"The rise of motivational information systems: A review of gamification research","volume":"45","author":"Koivisto","year":"2019","journal-title":"Int. J. Inf. Manag."},{"key":"ref_35","doi-asserted-by":"crossref","first-page":"3327","DOI":"10.1007\/s10639-020-10394-y","article-title":"A systematic review of the use of gamification in flipped learning","volume":"26","author":"Ekici","year":"2021","journal-title":"Educ. Inf. Technol."},{"key":"ref_36","doi-asserted-by":"crossref","first-page":"102496","DOI":"10.1016\/j.ijhcs.2020.102496","article-title":"The effect of challenge-based gamification on learning: An experiment in the context of statistics education","volume":"144","author":"Legaki","year":"2020","journal-title":"Int. J. Hum. Comput. Stud."},{"key":"ref_37","unstructured":"Dervan, P. (2014). Increasing in-class student engagement using socrative (an online student response system). All Irel. J. Teach. Learn. High. Educ., 6."},{"key":"ref_38","doi-asserted-by":"crossref","first-page":"333","DOI":"10.1207\/s15516709cog0504_2","article-title":"Toward a theory of intrinsically motivating instruction","volume":"5","author":"Malone","year":"1981","journal-title":"Cogn. Sci."},{"key":"ref_39","doi-asserted-by":"crossref","first-page":"3","DOI":"10.1145\/1077246.1077253","article-title":"GameFlow: A model for evaluating player enjoyment in games","volume":"3","author":"Sweetser","year":"2005","journal-title":"Comput. Entertain."},{"key":"ref_40","doi-asserted-by":"crossref","first-page":"053001","DOI":"10.1088\/1361-6552\/aacade","article-title":"Improving problem solving skills in introductory physics using Kahoot!","volume":"53","author":"Gunn","year":"2018","journal-title":"Phys. Educ."},{"key":"ref_41","doi-asserted-by":"crossref","unstructured":"Prieto, M.C., Palma, L.O., Tob\u00edas, P.J.B., and Le\u00f3n, F.J.M. (2019). Student Assessment of the Use of Kahoot in the Learning Process of Science and Mathematics. Educ. Sci., 9.","DOI":"10.3390\/educsci9010055"},{"key":"ref_42","doi-asserted-by":"crossref","first-page":"832","DOI":"10.1177\/1046878119882048","article-title":"\u2018KAHOOT!\u2019 Approach: The Effectiveness of Game-Based Learning for an Advanced Placement Biology Class","volume":"50","author":"Jones","year":"2019","journal-title":"Simul. Gaming"},{"key":"ref_43","first-page":"29","article-title":"Comparison of Traditional and Gamified Student Response Systems in an Undergraduate Human Anatomy Course","volume":"23","author":"Yabuno","year":"2019","journal-title":"J. Hum. Anat. Physiol. Soc."},{"key":"ref_44","doi-asserted-by":"crossref","first-page":"6","DOI":"10.52494\/QAWJ8258","article-title":"Gamified Online Quizzes: Pharmacy Student Perceptions of Learning in an Undergraduate Medicinal Chemistry Course","volume":"6","author":"Rahim","year":"2020","journal-title":"Malays. J. Pharm."},{"key":"ref_45","doi-asserted-by":"crossref","first-page":"103818","DOI":"10.1016\/j.compedu.2020.103818","article-title":"The effect of using Kahoot! for learning\u2014A literature review","volume":"149","author":"Wang","year":"2020","journal-title":"Comput. Educ."},{"key":"ref_46","doi-asserted-by":"crossref","first-page":"4209","DOI":"10.1021\/acs.jchemed.0c00348","article-title":"Use of Kahoot for Assessment in Chemistry Education: A Comparative Study","volume":"97","year":"2020","journal-title":"J. Chem. Educ."},{"key":"ref_47","doi-asserted-by":"crossref","first-page":"1118","DOI":"10.1021\/acs.jchemed.1c00799","article-title":"Assessing the Use of Kahoot! in an Undergraduate General Chemistry Classroom","volume":"99","author":"Youssef","year":"2021","journal-title":"J. Chem. Educ."},{"key":"ref_48","unstructured":"Bohuslavick\u00e1, Z. (2021). From Practising Vocabulary through Games to Using It in Context. [Ph.D. Thesis, Masarykova Univerzita, Pedagogick\\\u00e1 Fakulta]."},{"key":"ref_49","first-page":"1","article-title":"Game on! Students\u2019 perceptions of gamified learning","volume":"20","author":"Buckley","year":"2017","journal-title":"J. Educ. Technol. Soc."},{"key":"ref_50","unstructured":"Richter, G., Raban, D.R., and Rafaeli, S. (2015). Gamification in Education and Business, Springer International Publishing."},{"key":"ref_51","doi-asserted-by":"crossref","unstructured":"Barata, G., Gama, S., Jorge, J., and Gon\u00e7alves, D. (2013, January 11\u201313). Engaging engineering students with gamification. Proceedings of the 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), Poole, UK.","DOI":"10.1109\/VS-GAMES.2013.6624228"},{"key":"ref_52","doi-asserted-by":"crossref","first-page":"1","DOI":"10.1016\/j.ijhcs.2018.11.007","article-title":"Strengthening gamification studies: Current trends and future opportunities of gamification research","volume":"127","author":"Rapp","year":"2019","journal-title":"Int. J. Hum. Comput. Stud."},{"key":"ref_53","doi-asserted-by":"crossref","first-page":"235","DOI":"10.1016\/j.chb.2017.10.001","article-title":"A qualitative investigation of student perceptions of game elements in a gamified course","volume":"78","author":"Aldemir","year":"2019","journal-title":"Comput. Hum. Behav."},{"key":"ref_54","doi-asserted-by":"crossref","first-page":"51","DOI":"10.1016\/j.ijhcs.2018.09.011","article-title":"The greatest battle is within ourselves: An experiment on the effects of competition alone on task performance","volume":"127","author":"Landers","year":"2019","journal-title":"Int. J. Hum. Comput. Stud."},{"key":"ref_55","doi-asserted-by":"crossref","first-page":"525","DOI":"10.1016\/j.chb.2015.08.048","article-title":"Towards understanding the effects of individual gamification elements on intrinsic motivation and performance","volume":"71","author":"Mekler","year":"2017","journal-title":"Comput. Hum. Behav."},{"key":"ref_56","unstructured":"Philpott, A. (2015). Students\u2019 Reactions to the Use of Leaderboards in an EFL Class: A Gamification-Related Pilot Study, Kwansei Gakuin University."},{"key":"ref_57","unstructured":"Morales, M., Amado-Salvatierra, H.R., Hern, R., Pirker, J., and G\u00fctl, C. (2016). International Workshop on Learning Technology for Education Challenges, Springer."},{"key":"ref_58","doi-asserted-by":"crossref","first-page":"211","DOI":"10.1016\/j.ijhcs.2018.04.007","article-title":"I track; therefore, I walk\u2014Exploring the motivational costs of wearing activity trackers in actual users","volume":"127","author":"Attig","year":"2019","journal-title":"Int. J. Hum. Comput. Stud."},{"key":"ref_59","doi-asserted-by":"crossref","first-page":"190","DOI":"10.1016\/j.ijhcs.2018.09.004","article-title":"Counterproductive effects of gamification: An analysis on the example of the gamified task manager Habitica","volume":"127","author":"Diefenbach","year":"2019","journal-title":"Int. J. Hum. Comput. Stud."},{"key":"ref_60","doi-asserted-by":"crossref","first-page":"104605","DOI":"10.1016\/j.compedu.2022.104605","article-title":"Leaderboards in an EFL course: Student performance and motivation","volume":"190","author":"Philpott","year":"2022","journal-title":"Comput. Educ."},{"key":"ref_61","doi-asserted-by":"crossref","unstructured":"De Andrade, B., Poplin, A., and de Sena, I.S. (2020). Minecraft as a Tool for Engaging Children in Urban Planning: A Case Study in Tirol Town, Brazil. ISPRS Int. J. Geo Inf., 9.","DOI":"10.3390\/ijgi9030170"},{"key":"ref_62","doi-asserted-by":"crossref","first-page":"3","DOI":"10.1186\/s40561-019-0098-x","article-title":"The impact of gamification on students\u2019 learning, engagement and behavior based on their personality traits","volume":"7","author":"Smiderle","year":"2020","journal-title":"Smart Learn. Environ."},{"key":"ref_63","doi-asserted-by":"crossref","first-page":"689","DOI":"10.1037\/a0014240","article-title":"Early gender differences in self-regulation and academic achievement","volume":"101","author":"Matthews","year":"2009","journal-title":"J. Educ. Psychol."},{"key":"ref_64","doi-asserted-by":"crossref","first-page":"102674","DOI":"10.1016\/j.ijhcs.2021.102674","article-title":"Effects of gender and personality differences on students\u2019 perception of game design elements in educational gamification","volume":"15","author":"Denden","year":"2021","journal-title":"Int. J. Hum. Comput. Stud."},{"key":"ref_65","doi-asserted-by":"crossref","first-page":"214","DOI":"10.1111\/j.1365-2729.2005.00128.x","article-title":"Mobile learning with a mobile game: Design and motivational effects","volume":"21","author":"Schwabe","year":"2005","journal-title":"J. Comput. Assist. Learn."},{"key":"ref_66","doi-asserted-by":"crossref","first-page":"2","DOI":"10.1007\/BF02905780","article-title":"Development and use of the ARCS model of instructional design","volume":"10","author":"Keller","year":"1987","journal-title":"J. Instr. Dev."},{"key":"ref_67","doi-asserted-by":"crossref","first-page":"344","DOI":"10.1007\/s11031-006-9051-8","article-title":"The motivational pull of video games: A self-determination theory approach","volume":"30","author":"Ryan","year":"2006","journal-title":"Motiv. Emot."},{"key":"ref_68","doi-asserted-by":"crossref","first-page":"252","DOI":"10.5539\/jel.v1n2p252","article-title":"How motivation influences student engagement: A qualitative case study","volume":"1","author":"Saeed","year":"2012","journal-title":"J. Educ. Learn."},{"key":"ref_69","doi-asserted-by":"crossref","first-page":"623","DOI":"10.1002\/asi.23699","article-title":"Going beyond intention: Integrating behavioral expectation into the unified theory of acceptance and use of technology","volume":"68","author":"Maruping","year":"2017","journal-title":"J. Assoc. Inf. Sci. Technol."},{"key":"ref_70","unstructured":"Lam, S., and Jimerson, S. (2008, January 8\u201313). Exploring Student Engagement in Schools Internationally. The International School Psychology Survey: Data from Austria, Romania, China, Portugal, and Canada. Proceedings of the XXX ISPA Conference: School Psychology in a Changing Society, Utrecht, The Netherlands."},{"key":"ref_71","doi-asserted-by":"crossref","unstructured":"Sauro, J., and Lewis, J.R. (2011, January 7\u201312). When designing usability questionnaires, does it hurt to be positive?. Proceedings of the SIGCHI conference on human factors in computing systems, Vancouver, BC, Canada.","DOI":"10.1145\/1978942.1979266"},{"key":"ref_72","unstructured":"Team R Core (2013). R: A Language and Environment for Statistical Computing, R Foundation for Statistical Computing."},{"key":"ref_73","doi-asserted-by":"crossref","first-page":"2798","DOI":"10.1016\/j.sbspro.2015.01.970","article-title":"Theory of problem-solving","volume":"174","year":"2015","journal-title":"Procedia Soc. Behav. Sci."},{"key":"ref_74","doi-asserted-by":"crossref","first-page":"1895","DOI":"10.1080\/10494820.2015.1057747","article-title":"Effects of an augmented reality-based, educational game on students\u2019 learning achievements and attitudes in real-world observations","volume":"24","author":"Hwang","year":"2016","journal-title":"Interact. Learn. Environ."},{"key":"ref_75","unstructured":"Zhou, S., Li, C., Galloway, N., and Rennie, R. (2018, January 8\u20139). Attitudes towards Digital Game-Based Learning of Chinese Primary School English Teachers. Proceedings of the Innovation in Language Learning International Conference, Florence, Italy."},{"key":"ref_76","unstructured":"Callan, R., Bauer, K., and Landers, R. (2015). Gamification in Education and Business, Springer."},{"key":"ref_77","first-page":"2309","article-title":"The effect of gender on motivation and student achievement in digital game-based learning: A case study of a contented-based classroom","volume":"13","author":"Chung","year":"2017","journal-title":"Eurasia J. Math. Sci. Technol. Educ."},{"key":"ref_78","doi-asserted-by":"crossref","first-page":"1","DOI":"10.4018\/IJGBL.309128","article-title":"The impact of gender in learning with games: A consistent effect in a math learning game","volume":"12","author":"Nguyen","year":"2022","journal-title":"Int. J. Game-Based Learn."},{"key":"ref_79","doi-asserted-by":"crossref","unstructured":"Dele-Ajayi, O., Strachan, R., Pickard, A., and Sanderson, J. (2018, January 3\u20136). Designing for All: Exploring Gender Diversity and Engagement with Digital Educational Games by Young People. Proceedings of the 2018 IEEE Frontiers in Education Conference (FIE), San Jose, CA, USA.","DOI":"10.1109\/FIE.2018.8658553"},{"key":"ref_80","doi-asserted-by":"crossref","first-page":"178","DOI":"10.1007\/s10956-010-9244-5","article-title":"Digital games, gender and learning in engineering: Do females benefit as much as males?","volume":"20","author":"Joiner","year":"2011","journal-title":"J. Sci. Educ. Technol."}],"container-title":["Computers"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/www.mdpi.com\/2073-431X\/12\/9\/177\/pdf","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,10,10]],"date-time":"2025-10-10T20:46:16Z","timestamp":1760129176000},"score":1,"resource":{"primary":{"URL":"https:\/\/www.mdpi.com\/2073-431X\/12\/9\/177"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2023,9,6]]},"references-count":80,"journal-issue":{"issue":"9","published-online":{"date-parts":[[2023,9]]}},"alternative-id":["computers12090177"],"URL":"https:\/\/doi.org\/10.3390\/computers12090177","relation":{},"ISSN":["2073-431X"],"issn-type":[{"value":"2073-431X","type":"electronic"}],"subject":[],"published":{"date-parts":[[2023,9,6]]}}}