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A Scoping Review of Game-Based Learning for Metacognitive Learning in Primary and Junior Middle Schools
Juan Li1, Huanghui Zhu1, Yanxiong Xiang1
1Department of Curriculum and Instruction, The Education University of Hong Kong, Hong Kong.
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Game-based learning (GBL) has gained widespread attention as an innovative pedagogical approach, yet its potential to enhance students' metacognitive learning remains underexplored. Guided by self-regulated learning (SRL) theory, the review investigates how GBL design features, such as goal-setting, real-time feedback, progress visualization, and reflection tools, scaffold students' planning, monitoring, and evaluation strategies. A systematic search across Web of Science, Scopus, and ProQuest identified the studies, which included data from physical classrooms, online learning environments, and mixed settings. This scoping review synthesizes evidence from 11 peer-reviewed studies conducted between 2015 and 2025 to evaluate the impact of GBL on metacognitive learning in primary and junior middle school contexts. Findings reveal that GBL effectively supports metacognitive learning through real-time feedback and progress indicators, though planning and evaluation scaffolds are less comprehensively addressed. Furthermore, digital trace data and behavioral logs are emerging as robust tools for assessing metacognitive processes, offering deeper insights than self-reports alone. However, the review identifies critical gaps, including insufficient focus on junior middle school students, limited representation of non-STEM disciplines, and uneven theoretical grounding across studies. The findings underscore the need for theory-driven design and balanced scaffolding to maximize GBL's potential in fostering metacognitive competence. This study also provides practical insights for educators to foster students' metacognitive learning by effectively integrating games into educational practices.
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