[1] Anggoroa, B. S., Dewantarab, A. H., Suhermana, S., Muhammada, R. R. & Saraswatid, and S. (2025). Effect of game-based learning on students’ mathematics high order thinking skills : A meta analysis. Revista de Psicodidáctica, 30(1), 500158. https://doi.org/10.1016/j.psicoe.2024.500158
[2] Chen, C. & Chang, C. (2024). On science learning outcomes, intrinsic motivation. Education and Information Technologies, 29(14), 18621-18642. https://doi.org/10.1007/s10639-024-12553-x
[3] Eladhari, M. P., Sullivan, A., Smith, G. & McCoy, J. (2011). AI-based game design: Enabling new playable experiences. UC Santa Cruz Baskin School of Engineering, Santa Cruz, CA, 2.
[4] Gu, Z. (2025). Exploration on the Practical Path of Digital Transformation of Education. The 2nd Guangdong-Hong Kong-Macao Greater Bay Area Education Digitalization and Computer Science International Conference (EDCS 2025), April 1820, 2025, Shenzhen, China, 1(1), pp.331–336. https:// doi.org/10.1145/3746469.3746524
[5] Juul, J. (2003). The game, the player, the world: looking for a heart of gameness. DiGRA Digital Library. https://doi.org/10.26503/dl.v2003i1.65
[6] Kumaran, V., Rowe, J., Mott, B. & Lester, J. (2023). Scenecraft: automating interactive narrative scene generation in digital games with large language models. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 19(1), pp.86-96. https://doi. org/10.1609/aiide.v19i1.27504
[7] Moon, J., Lee, U., Koh, J., Jeong, Y., Lee, Y., Byun, G. & Lim, J. (2024). Generative artificial intelligence in educational game design: Nuanced challenges, design implications, and future research. Technology, Knowledge and Learning, 30(1), pp.447 459.
[8] Nguyen Thi Thu Hang & Cao Bich Phuong. (2025). Developing and using digital learning resources in teaching natural and social sciences at the primary level : a survey study in thai nguyen province, Vietnam. European Journal of Education Studies, 12(11), pp.244-259. https://doi.org/10.46827/ejes. v12i11.6283
[9] Nguyễn Ngọc Đan, Mai Lê Phương Trinh, Nguyễn Ngọc Minh Hậu, Nguyễn Hà Vy & Bùi Thị Hồng. (2024). Thiết kế và xây dựng trò chơi kĩ thuật số trong dạy học môn Toán lớp 3. Tạp chí Khoa học Giáo dục Việt Nam, 20(S1). https://doi. org/10.15625/2615-8957/12420122.
[10] Pathania, M., Singh, C. P., Kaur, D. P. & Mantri, A. (2025). Effects of Self-Adaptive Approach of Iterative Game Based Learning on Performance and Satisfaction of Elementary School Students in Mathematics: An Action Research Field Experiment. SN Computer Science, 6(5). https://doi. org/10.1007/s42979-025-04071-5.
[11] Phạm Huyền Trang. (2026). Thiết kế và xây dựng trò chơi kĩ thuật số trong dạy học “một số yếu tố thống kê cho học sinh tiểu học với sự hỗ trợ của AI”. Tạp chí Khoa học Giáo dục Việt Nam, tập 22(03 (2026)). https://doi.org/https://doi.org/10.15625/2615 8957/12610311
[12] Rocha, M. & Dondio, P. (2021). Effects of a videogame in math performance and anxiety in primary school. International Journal of Serious Games, 8(3), pp.45-70. https://doi.org/10.17083/ijsg.v8i3.434
[13] Trần Nam Dũng, Khúc Thành Chính, Đinh Thị Xuân Dung, Nguyễn Kính Đức, Đậu Thị Huế, Đinh Thị Kim Lan & Huỳnh Thị Kim Trang. (2025). Toán 5, tập một, NXB Giáo dục Việt Nam.
[14] Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes (Vol. 86). Harvard university press.
[15] Wen, Z. & Chu, S. K. W. (2026). Integrating AI into educational game design: an AI-enhanced MDA framework. Research in Learning Technology, 34. https://doi.org/10.25304/rlt.v34.3746.
[16] Wu, J. G. (2025). Game on ! Digital Gaming and Augmented Reality / Virtual Reality in Language Learning. 15(1), pp.1-15. https://doi.org/10.4018/IJCALLT.367601
[17] Zheng, Y., Zhang, J., Li, Y., Wu, X., Ding, R., Luo, X., Liu, P. & Huang, J. (2024). Heliyon Effects of digital game-based learning on students’ digital etiquette literacy , learning motivations and engagement. Heliyon, 10(1), e23490. https://doi.org/10.1016/j. heliyon.2023.e23490
[18] Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9), pp.25-32. https:// doi.org/10.1109/mc.2005.297

