Abstract
Gamified learning uses innovative educational technologies to transform learning environments, revolutionising traditional teaching approaches. The application of educational games in the built environment (property, building, and construction) is scarcely explored. This study adopted bibliometric and content analyses to explore integrating educational games into the property and built environment teaching and learning process. It is part of a pilot project for creating a property game for students in higher education, which will improve their learning and modelling of real-world events. Findings showed that educational games were more explored in the global north and social science, computer science, and engineering science. Gaming also effectively enhanced students’ motivation, learning attitudes, participation, and academic achievement. Further research in property and built environment-related courses is required especially in developing countries. The findings could engender more discussions on implementing educational games in built-environment curricula to facilitate students’ learning.
Original language | English |
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Pages (from-to) | 333-362 |
Number of pages | 30 |
Journal | International Journal of Innovation and Learning |
Volume | 36 |
Issue number | 3 |
DOIs | |
Publication status | Published - 2024 |
Externally published | Yes |
Keywords
- built environment
- educational games
- gamified learning
- higher education
- property games
- students
ASJC Scopus subject areas
- Education
- Management of Technology and Innovation