Title: Concept map-facilitated game-based learning in the mobile era: a systematic review of journal publications from 2009 to 2024

Authors: Ding-Yuan Chen; Siang-Yun Huang; Chi-Jen Lin

Addresses: Graduate Institute of Educational Information and Measurement, National Taichung University of Education, No. 140, Minsheng Rd., West Dist., Taichung City 403514, Taiwan, ROC; Department of Audiology and Speech-Language Pathology, Asia University, No. 500, Lioufeng Rd., Wufeng, Taichung 413305, Taiwan, ROC ' Graduate Institute of Applied Science and Technology, National Taiwan University of Science and Technology, No. 43, Sec. 4, Keelung Rd., Da'an Dist., Taipei City 106335, Taiwan, ROC; Nursing Department, Taipei Medical University Hospital, No. 252, Wuxing St, Xinyi District, Taipei City, 11031, Taiwan, ROC ' Graduate Institute of Educational Information and Measurement, National Taichung University of Education, No. 140, Minsheng Rd., West Dist., Taichung City 403514, Taiwan, ROC

Abstract: This study systematically reviewed the research articles published between 2009 and 2024 on the application of concept maps in game-based learning, using data from the Scopus database. A total of 20 articles were included in this review. The analysis examined concept map roles, participant demographics, game functionalities, and usage modes. The results showed that concept maps are primarily used as assessment tools and knowledge maps, with elementary and secondary school students as the main participants. Games are mostly designed for individual play modes, with applications concentrated in science and social sciences. Role-playing and puzzle games are the most common genres, and traditional computers are the primary medium. Most studies adopted mixed methods, focusing on learning achievement, higher-order thinking, and motivation. However, collaborative play modes, applications for adults and preschool children, and diverse fields like arts and business remain underexplored. Future research could integrate concept maps with mobile technologies, expand participant groups, and adopt qualitative and behavioural analyses to deepen insights into learning processes, fostering more inclusive and effective educational practices.

Keywords: concept maps; game-based learning; GBL; educational technology; trend analysis; literature review.

DOI: 10.1504/IJMLO.2026.152815

International Journal of Mobile Learning and Organisation, 2026 Vol.20 No.2, pp.208 - 234

Received: 07 May 2025
Accepted: 16 Aug 2025

Published online: 13 Apr 2026 *

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