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The benefits of implementing tabletop games in teaching and learning: a review of the literature


Citation

Tian, Wong Ling and Md. Khambari, Mas Nida and Muhamad, Mohd Mokhtar and Syed Abdullah, Sharifah Intan Sharina and Ramli, Saiful Hasley (2025) The benefits of implementing tabletop games in teaching and learning: a review of the literature. International Journal of Modern Education, 7 (24). pp. 191-198. ISSN 2637-0905

Abstract

Gamification in education has gained significant popularity, leading to extensive research across various disciplines. Among these approaches, educational tabletop games have emerged as highly interactive and effective tools for teaching and learning. Tabletop games, which are played on a flat surface following specific rules without digital support, offer unique educational benefits. This study aims to review existing literature on the impact of educational tabletop games in diverse educational settings. Employing a systematic review and qualitative content analysis, the authors examined 20 research articles published between 2020 and 2024 from three databases: Science Direct, Scopus, and Sage Journals. The reviewed literature highlights the positive effects of educational tabletop games on students' cognitive skills, engagement and motivation, learning and retention, and skills development. These games significantly enhance numerical abilities, critical thinking, problem-solving, and collaboration among students. The interactive nature of tabletop games promotes active participation and long-term retention of course material, making them a valuable tool in various educational contexts. Overall, educational tabletop games demonstrate versatility and effectiveness across different disciplines. As gamification continues to rise in education, further research is needed to explore educational game design and identify key features that can help educators create valuable and impactful learning experiences.


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Additional Metadata

Item Type: Article
Subject: Education
Subject: Pedagogy
Subject: Cognitive Science
Divisions: Faculty of Design and Architecture
Faculty of Educational Studies
DOI Number: https://doi.org/10.35631/ijmoe.724013
Publisher: Global Academic Excellence
Keywords: Gamification; Educational tabletop game; Student engagement; Learning retention; 21st century skill
Sustainable Development Goals (SDGs): SDG 4: Quality Education, SDG 10: Reduced Inequalities, SDG 17: Partnerships for the Goals
Depositing User: MS. HADIZAH NORDIN
Date Deposited: 05 May 2026 01:06
Last Modified: 05 May 2026 01:09
Altmetrics: http://www.altmetric.com/details.php?domain=psasir.upm.edu.my&doi=10.35631/ijmoe.724013
URI: http://psasir.upm.edu.my/id/eprint/125208
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