Trends and Gaps in Game-Based Learning for Mathematics: A VOSviewer-Assisted Systematic Review with a Focus on Ethnomathematics and 21st Century Skills
Keywords:
Game-Based Learning, Ethnomathematics, 21st-Century Skills, Trends and GapsAbstract
Game-Based Learning (GBL) in mathematics education plays a transformative role in supporting several United Nations Sustainable Development Goals (SDGs), yet some SDGs remain less emphasized. While GBL significantly contributes to SDG 4: Quality Education, SDG 3: Good Health and Well-being, SDG 10: Reduced Inequalities, SDG 8: Decent Work and Economic Growth, and SDG 17: Partnerships to Achieve the Goal, it also has the potential to impact other SDGs. For instance, GBL can support SDG 5: Gender Equality by promoting inclusive educational practices that encourage equal participation from all genders. Additionally, by integrating environmental themes into game content, GBL can contribute to SDG 13: Climate Action, fostering environmental awareness among students. Furthermore, GBL could aid SDG 9: Industry, Innovation, and Infrastructure by inspiring students to engage with technology and innovation. To fully harness the potential of GBL in addressing these SDGs, it is essential to adopt culturally responsive and interdisciplinary approaches, leveraging emerging technologies and fostering collaborations across various sectors.
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