Examining the Effectiveness of Mnemonics Serious Games in Enhancing Memory and Learning: A Scoping Review
Abstract
:1. Introduction
1.1. Mnemonics
1.2. Serious Games
1.3. Mnemonics Serious Games and Lack of Reviews
1.4. Research Questions
- How have mnemonics been utilized in serious games to promote learning and retention in memorization-intensive subjects?
- How are the mnemonics in serious games generated and by whom?
- How effective is the use of mnemonics in serious games aimed to promote learning and content retention in memorization-intensive subjects?
- To what extent have serious games been utilized to teach mnemonic techniques?
2. Methods
2.1. Eligibility Criteria for Papers
2.2. Databases, Search Strings, and Data Collection Process
2.3. PRISMA-Based Screening of Papers
2.4. Adaptation and Usage of GPS Model
2.5. Synthesis of Results and Risk-of-Bias Analysis
3. Results
3.1. Statistics of PRISMA-Based Screening
3.2. Authors, Population, Game Details, Goal, and Findings of Each Study
3.3. Remaining Characteristics’ Value Distributions
3.4. Risk-of-Bias Analysis
4. Discussion
4.1. Utilization of Mnemonics Serious Games in Education
4.1.1. Year Gap with Game Outcome as Rationale
4.1.2. Lack of Relevant Papers
4.1.3. Focus on Personal Use
4.1.4. Games Remaining as Prototypes
4.2. Mnemonic Generation Approaches and Creators
4.2.1. Mnemonics Generated by People
4.2.2. Mnemonics Mostly Generated by Games or Creators
4.2.3. The Importance of Self-Generated Mnemonics
4.3. Effectiveness of Mnemonics Serious Games
4.3.1. Overall Positive Outcome
4.3.2. Game Enjoyability
4.3.3. Lack of Memorability
4.4. Using Serious Games to Teach Mnemonic Techniques
4.4.1. Lack of Guidance in Games That Only Provide Mnemonics
4.4.2. Varying Degrees of Guidance in Games That Involve Self-Generated Mnemonics
4.4.3. Lack of Simultaneous Use of Text and Images
4.5. Studies’ Risks of Bias
4.5.1. Considerable Issues with Selection Bias and Performance Bias
4.5.2. Minor Issues with Other Biases
4.6. Future Trends: Text-to-Image Synthesis with Generative Models
4.7. Limitations
4.7.1. Issues with the Search and Screening Process
4.7.2. Subjectivity of Interpretations of Study Methods and Findings
5. Conclusions
Funding
Acknowledgments
Conflicts of Interest
Appendix A
Database | Search Strings |
---|---|
ACM Digital Library | [Title: “serious game*”] AND [[Title: mnemonic*] OR [Title: memor*]] |
[Abstract: “serious game*”] AND [[Abstract: mnemonic*] OR [Abstract: memor*]] | |
[Keywords: “serious game*”] AND [[Keywords: mnemonic*] OR [Keywords: memor*]] | |
IEEE Xplore | (“Document Title”: “serious game*”) AND (“Document Title”: mnemonic* OR “Document Title”:memor*) |
(“Abstract”: “serious game*”) AND (“Abstract”: mnemonic* OR “Abstract”:memor*) | |
(“Author Keywords”: “serious game*”) AND (“Author Keywords”: mnemonic* OR “Author Keywords”: memor*) | |
Scopus | TITLE-ABS-KEY(“serious game*” AND (mnemonic* OR memor*)) |
Web of Science | (TI = (“serious game*” AND (mnemonic* OR memor*))) OR (AB = (“serious game*” AND (mnemonic* OR memor*))) OR (AK = (“serious game*” AND (mnemonic* OR memor*))) |
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Inclusion Criteria | Exclusion Criteria |
---|---|
The article must be a journal or conference paper. | The article is a book chapter, literature review, etc. |
The article must be written in English. | The article is not written in English. |
The article must be about a mnemonics serious game aimed to improve memory or learning easily forgotten information. | The article is not about a mnemonics game aimed to improve memory or learning easily forgotten information. |
The article must be based on primary and real user data. | The article is based on secondary or simulated data. |
The article can relate to any subject matter, provided the game is aimed at promoting memory and retention. | The article is not not related to education or learning. |
Characteristic | Description |
---|---|
Authors | Who wrote the paper |
Year | What year the paper was published |
Title | Title of the paper |
Region of study | Which region the study featured in the paper took place in |
Target population | Number and characteristics of participants in the study |
Name of game | Name of the game featured in the paper |
Game type | The type of game |
Mnemonic type | What mnemonic type was used by the game |
Target subject | What field the game and/or study was about |
Design approach | Whether the design of the game was based on literature or user studies |
User-evaluated | Whether users provided feedback regarding the game |
Game mode | Whether the game involved interaction with other users or not |
Age group | What age group the participants belonged to |
Level of education | Whether the games were meant for people in kindergarten, elementary school, middle school, high school, or university |
Game outcome | How effective the game was in improving users’ memory |
System | Whether the game is for research purpose or available to the public to use |
Aim/objective of paper | What was done in the paper’s study |
Takeaway of findings | A brief summary of the game’s effect on its users |
Purpose | Whether the game was meant to impart knowledge on a particular subject (educative), provide information such as news (informative), persuade people to behave a certain way (persuasive), or does not seem to focus on any of these (subjective) |
Type of study | Whether the study’s data was qualitative, quantitative or mixed |
Comparison | Whether an experimental group was compared against a control group, another experimental group, both, or there was no splitting of participants into groups |
Mnemonic generation | Whether the mnemonics were created by people or computers |
Mnemonic source | Whether the mnemonics were created by players or games (or their creators) |
Title/Abstract Screening | Full-Paper Screening | |
---|---|---|
Both Accepted | 16 | 7 |
Both Rejected | 415 | 15 |
Only KF Accepted | 25 | 3 |
Only OI Accepted | 13 | 0 |
% Agreement | 91.9 | 88 |
Cohen’s Kappa | 0.415 | 0.737 |
Authors (Year of Publication) | Population (Sample Size and Demographics) | Game Name, Game Type, Mnemonic Type | Aim and Objective of Study | Summary of Findings |
---|---|---|---|---|
Costuchen et al. (2022) [36] | Spain: 48; 21 experimental, 27 control | Roman Palace; puzzle and simulation; loci method | Compare the effectiveness of Roman Palace based on the loci method in remembering words with simply receiving a list of said words. | The loci method was more entertaining and efficient in terms of accuracy and time than merely memorizing a list of words. |
Oyen and Bebko (1996) [37] | Canada: 120; 20 F, 20 M in JK, SK, Grade 1 | GrowWorm and ShipWrecks; cognitive; not stated | Find out whether the games “GrowWorm” and “ShipWrecks” are more effective in recalling pictures than traditional lessons. | Rehearsers recalled more items than non-rehearsers, with recall being less in the games than lessons. Though users found the games interesting, their difficulty, likely a result of multiple goals and components, may have distracted the participants. |
Rawendy et al. (2017) [38] | Indonesia: 30; aged 6–12 | Mandamonik; card, puzzle; loci, keyword, peg-word, picture | Evaluate a game that can help kids in Indonesia learn the Chinese language with various mnemonic methods. | The games resulted in significant differences between pre-test and post-test scores. |
Keehl and Melcer (2019) [39] | United States: 24; 11 F, 12 M, 1 NB; aged 19–51; 12 experimental, 12 control | Radical Tunes; cognitive; musical | Evaluate: (1) the musical version of Radical Tunes that helps user remember how to draw kanji; (2) the version that uses non-musical sound effects; and (3) which versions have significant effects on remembering kanji and their significant difference. | Both versions of Radical Tunes resulted in significant differences between pre- and post-test scores, showing it effectively taught kanji. It was also found to be immersive. However, there was no significant difference between the two versions, and any long-term effects have yet to be investigated. |
Economou et al. (2020) [40] | United Kingdom: 24; aged 19–53 | Signum Battle; role playing; not stated | Develop a game to facilitate lerarning British Sign Language (BSL) to bridge the communication gap between adults with and without hearing impairment. | Signum Battle is more effective at teaching users BSL than video-based material is, based on accuracy. Its mythological environment was also well liked. |
Schoen (1996) [41] | United States: 24; 3 groups of 8 | Mnemopoly; board; acrostics, rhymes | Compare the effectiveness of the Mnemopoly board game, based on acrostics and rhymes, with other game types based on loci and phonetic peg. | Mnemopoly had significantly higher scores for both immediate recall and 1-week delay recall than both loci and phonetic peg, but the delayed recall score was significantly lower than the immediate recall score, like phonetic peg and unlike loci. |
Balbuena and Buayan (2015) [42] | Phillipines: 46; Grade 7; 23 control, 23 experimental | Integer Operation (INTOP) Card Game; card; LAUS, LPUN | Create a card game that uses mnemonics to help facilitate understanding concepts and principles of integers. | In the INTOP and traditional teaching conditions, there were significant differences between pre- and post-test scores. Moreover, INTOP’s post-test scores were significantly higher than those of traditional learning. |
Heidari et al. (2023) [43] | Iran: 75; all F, aged 13–17, 3 groups of 25 (1 control, 2 experimental groups) | Vocabulary Builder; cognitive; not stated | Test whether Vocabulary Builder is more effective at teaching English to Iranian EFL students than traditional methods. | Vocabulary Builder was effective in teaching vocabulary to Iranian EFL students, but it was not significantly better than traditional methods. |
Weng et al. (2015) [44] | Taiwan: 135; 64 M, 71 F, Grade 8 | Digital Games-Based Learning (DGBL); cognitive; not stated | Create a game that can help junior high school students remember several properties of chemistry elements. | DGBL is effective at reducing learning difficulties and enhancing student learning outcomes. Girls in particular benefit from it more significantly. |
Ramlow and Little (2020) [45] | United States: Study 1: 19; 12 F, 7 M; aged 4–5.6. Study 2: 31; 17 female, 14 male; aged 4–5.1. | Rainbow Game; card, rainbow mnemonic (a new peg-type technique) | Introduce a new mnemonic type that uses various colors, then create a game that uses this method and compare it with a word game and later a mental mnemonic version that does not show the colors but discusses them. | Participants who used the rainbow mnemonic while shown colors recalled more words than those who played the word game, and so did those who used the mental version of the rainbow mnemonic. There was not much discussion comparing the two versions of the rainbow mnemonic. |
Shen et al. (2011) [46] | Taiwan: 53; aged 20–24; 29 experimental, 24 control | 3 unnamed memory games; puzzle; loci, number/rhyme, grapheme-based, link | Test three Flash-based puzzle games that use mnemonics and see if they are more effective at teaching various concepts than traditional methods are. | The experimental group, which played all three games, had significantly better Working Memory Capacity Test (WMCT) post-test scores than the control group, which learned from traditional methods. |
Nordin and Jaafar (2019) [47] | Malaysia: 50 | ATOMICfrenzy AR; card; not stated | Evaluate a game that can help improve students’ memory on properties of chemical elements. | The game resulted in an average of 2 more questions answered correctly after a 15-min play, with 84% of students agreeing that it helped them memorize important information in the periodic table and 98% agreeing that combining it with Kahoot was more fun. |
Characteristic | Value | Papers | Count (%) |
---|---|---|---|
Target Subject | Language learning | [36,38,39,40,43] | 5 (41.7%) |
Mnemonic type comparison | [41,46] | 2 (16.7%) | |
Chemistry | [44,47] | 2 (16.7%) | |
Rehearsal and recall | [37] | 1 (8.33%) | |
Mathematics | [42] | 1 (8.3%) | |
Testing a new mnemonic | [45] | 1 (8.3%) | |
Design Approach | User-study driven | [37,38,42,43] | 4 (33.3%) |
Literature driven | [36,37,38,39,40,41,42,43,44,45,46,47] | 12 (100%) | |
User-Evaluated | Yes | [36,39,40,44,46,47] | 6 (50%) |
No | [37,38,41,42,43,45] | 6 (50%) | |
Game Mode | Personal | [36,37,38,39,40,43,44,45,46] | 9 (75%) |
Collaborative | [41,42] | 2 (16.7%) | |
Hybrid | [47] | 1 (8.3%) | |
Age Group | Adults | [36,39,40,41,46,47] | 6 (50%) |
Kids | [37,38,45] | 3 (25%) | |
Teenagers | [42,43,44] | 3 (25%) | |
Level of Education | Kindergarten | [37,45] | 2 (16.7%) |
Elementary School | [37,38] | 2 (16.7%) | |
Middle School | [42,43,44] | 3 (25%) | |
High School | [43] | 1 (8.3%) | |
University | [36,39,40,41,46,47] | 6 (50%) | |
Game Outcome | Positive | [36,38,39,40,42,44,45,46,47] | 9 (75%) |
Mixed | [41,43] | 2 (16.7%) | |
Negative | [37] | 1 (8.3%) | |
System | Prototype | [36,37,38,39,40,41,42,43,44,45,46,47] | 12 (100%) |
Product | None | 0 (0%) | |
Purpose | Educative | [36,38,39,40,42,43,44,47] | 8 (66.7%) |
Subjective | [37,41,45,46] | 4 (33.3%) | |
Type of Study | Quantitative | [38,41,42,43,45] | 5 (41.7%) |
Mixed | [36,37,39,40,44,46,47] | 7 (58.3%) | |
Qualitative | None | 0 (0%) | |
Comparison | Vs. control | [36,42,44,46] | 4 (33.3%) |
Vs. other experimental | [41] | 1 (8.3%) | |
Both | [37,39,43,45] | 4 (33.3%) | |
No comparison | [38,40,47] | 3 (25%) | |
Mnemonic Generation | Manual | [36,37,38,39,40,41,42,43,44,45,46,47] | 12 (100%) |
Automatic | None | 0 (0%) | |
Mnemonic Source | Player | [36,37,41,44] | 4 (33.3%) |
Game/designer | [38,39,40,42,43,45,46,47] | 8 (66.7%) |
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Fung, K.; Oyibo, K. Examining the Effectiveness of Mnemonics Serious Games in Enhancing Memory and Learning: A Scoping Review. Appl. Sci. 2024, 14, 11379. https://doi.org/10.3390/app142311379
Fung K, Oyibo K. Examining the Effectiveness of Mnemonics Serious Games in Enhancing Memory and Learning: A Scoping Review. Applied Sciences. 2024; 14(23):11379. https://doi.org/10.3390/app142311379
Chicago/Turabian StyleFung, Kingson, and Kiemute Oyibo. 2024. "Examining the Effectiveness of Mnemonics Serious Games in Enhancing Memory and Learning: A Scoping Review" Applied Sciences 14, no. 23: 11379. https://doi.org/10.3390/app142311379
APA StyleFung, K., & Oyibo, K. (2024). Examining the Effectiveness of Mnemonics Serious Games in Enhancing Memory and Learning: A Scoping Review. Applied Sciences, 14(23), 11379. https://doi.org/10.3390/app142311379