Educational games for property and construction: insights from bibliometric and content analyses
Chioma Okoro,
Abejide Ade-Ibijola and
Oluwatobi Owojori
International Journal of Innovation and Learning, 2024, vol. 36, issue 3, 333-362
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.
Keywords: higher education; students; gamified learning; educational games; built environment; property games. (search for similar items in EconPapers)
Date: 2024
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Persistent link: https://EconPapers.repec.org/RePEc:ids:ijilea:v:36:y:2024:i:3:p:333-362
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