Use background-characteristic evidence to decide when and for whom to deploy game-based learning and whether to tailor instruction¶
Strategy · All strategies
Evidence · 4 claims (3 for, 1 against) · 2 studies (2 quant-synthesis),q2–q3· 1 of 2 report an effect size · 4 claims rest on one study
Description¶
The article positions its moderator findings as decision support for educators: knowing whether games work equally for all students should guide "when and for whom to use game-based learning and whether they need to tailor their instruction when using game-based learning in classrooms". Because effects differ by school level and possibly SES, blanket implementation risks "the perpetuation of pre-existing differences between groups". Educators should check which student groups a game intervention serves before adopting it.
Design Implications¶
Context¶
Requirements¶
- Information on students' background characteristics (school level, SES, gender, migration background, SEN) when selecting and implementing game interventions
Constraints¶
- Findings on SES, migration background, and SEN are preliminary and need to be interpreted with caution due to small numbers of studies
Target Learners¶
- Primary and early secondary school students in STEM education
Target Learning Goals¶
- STEM learning outcomes
- STEM motivation
Claims¶
- School level moderates cognitive effects of game-based learning in STEM: games are less effective for secondary than primary school students [+W]
- School level shows a marginal moderating effect on motivational outcomes, with secondary students experiencing a lower motivating effect than primary students [+W]
- Descriptive analyses suggest game-based learning may be less beneficial for cognitive outcomes in low-SES students than high-SES students, but this is preliminary [+W]
- Game design, not learner age or linguistic background, determines DGBL effectiveness; adventure games outperform non-adventure games [-W]
Related Strategies¶
- Culturally tailored chatbot design: position chatbots as reflective companions for Chinese users and as thinking partners for Western users, while deploying cognitive support broadly
- Choose individual texts and videos appropriate for specific students rather than deciding by representational format
Examples¶
-
Key Sources¶
- Michaela Arztmann, Lisette Hornstra, Johan Jeuring & Liesbeth Kester (2023). Effects of games in STEM education: a meta-analysis on the moderating role of student background characteristics. Studies in Science Education, 59:1, 109-145. https://doi.org/10.1080/03057267.2022.2057732
Page metadata
| Field | Value |
|---|---|
type |
strategy |
id |
tailor-game-based-learning-to-student-background |
title |
Use background-characteristic evidence to decide when and for whom to deploy game-based learning and whether to tailor instruction |
description |
The article positions its moderator findings as decision support for educators: knowing whether games work equally for all students should guide "when and for whom to use game-based learning and whether they need to t... |
status |
review |
generated |
by process:wiki-ingest on 2026-10-16 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — michaela-arztmann-2023 |
Frontmatter is the page's machine-readable record — see the Schema & Guide.