Purpose: Despite progress in the world, education has not changed much compared to previous years, and despite the variety of teaching methods, poor learning is one of the challenges in education. Applying educational games in teaching and learning can be a solution to this problem. In the last decade, research has been conducted around the world to evaluate the effectiveness of educational games. A review of the literature is needed to examine the effectiveness of serious games in education, as the number of studies on serious games is increasing and some studies have tried to meta-analyze this issue.
Method: For this purpose, the studies conducted on the effects of educational games are examined using the library method. Educational games, gamification, game, meta-analysis, and similar keywords were searched on Web of Science, Scopus, and Google Scholar, and 32 articles were selected and analyzed. The selected articles were reviewed in terms of positive findings, negative results, and effective factors in improving educational games.
Findings: The results indicate the effectiveness of educational environments in the game in increasing the learning, participation, and motivation of learners.
Conclusion: The present study tries to provide an overview of studies, especially meta-analytic studies in the field of game-making, although it was accompanied by limitations such as not reviewing studies published in a format other than journal articles and conferences. Research such as the present study can provide a broad perspective for the use and design of educational games in the educational process.