Akramovna, M. D. (2021). Using memory games in teaching English learning. ResearchJet Journal of Analysis and Inventions, 2 (5): 129-132.
Aldabbus, S. (2008). An Investigation into the Impact of Language Games on Classroom Interaction and Pupil Learning in Libyan EFL Primary Classrooms. PhD Dissertation. Newcastle University.
Aslam, R. (2021). Entrepreneurship skills among young learner through play strategy: a qualitative study. Humanities & Social Sciences Reviews.
Atkin, J. (1991). Thinking about Play. Play in the Primary Curriculum. London: Hodder & Stoughton.
Behnamnia, N., Kamsin, A., Ismail, M. A. B., & Hayati, A. (2020). The effective components of creativity in digital game-based learning among young children: A case study. Children and Youth Services Review, 116, 105227.
Bigdeli, I. A., Mohammadifar, M. A., Rezaei, A. M., & Abbas Zadeh, A. (2016). The effect of math problem solving training with play method on attention, problem solving and self-efficacy of students with math learning disorder. Research in school and virtual learning. 4 (2): 45-56
Campillo-Ferrer, J. M., Miralles-Martinez, P., & Sanchez-Ibanez, R. (2020). Gamification in higher education: Impact on student motivation and the acquisition of social and civic key competencies. Sustainability, 12(12): 4822.
Chenail, R. J. (2011). Learning to Appraise the Quality of Qualitative Research Articles: A Contextualized Learning Object for Constructing Knowledge. The Qualitative Report, 16(1): 236-248.
Colaizzi, P. F. (1978). Psychological research as the phenomenologist views it. Existential Phenomenological Alternatives for Psychology. Oxford University Press, 53(13): 6-17. Deng, L., Wu, S., Chen, Y., & Peng, Z. (2020). Digital game‐based learning in a Shanghai primary‐school mathematics class: A case study. Journal of Computer Assisted Learning, 36(5): 709-717.
Deta, U. A., Kurniawan, F. K., Lestari, N. A., Yantidewi, M., Jauhariyah, M. N. R., & Prahani, B. K. (2021). Literature Review on The Use of Educational Physics Games in Improving Learning Outcomes. In Journal of Physics: Conference Series (Vol. 1805, No. 1, p. 012038). IOP Publishing.
Diana, N. P. R. (2010). The Advantages and Disadvantages of Using Games in Teaching Vocabulary to the Third Graders of Top School Elementary School.PhD Dissertation. Universitas Sebelas Maret.
Dortaj, F. (2013). Comparison of the effect of two methods of teaching through play and traditional motivation and students' academic achievement in mathematics. School Psychology. 2 (4): 80-62 175
Garcia, S. G., Nicolas, A. H., Cano, M. G., & Alonso, J. M. R. (2021). Gamification in the childhood education classroom. South Florida Journal of Development, 2(1): 623- 632.
Garfin, D. R., Silver, R. C., & Holman, E. A. (2020). The novel coronavirus (COVID-2019) outbreak: Amplification of public health consequences by media exposure. Health Psychology: Official Journal of the Division of Health Psychology, American Psychological Association. Advance online publication.
Graber, K. M., Byrne, E. M., Goodacre, E. J., Kirby, N., Kulkarni, K., Ofarrelly, C., & Ramchandani, P. G. (2021). A rapid review of the impact of quarantine and restricted environments on children's play and the role of play in children's health. Child: Care, Health and Development, 47(2): 143-153.
Habibi, H. (2015). Comparison of the effect of teacher-centered and game-centered methods of mathematics education on motivation and academic achievement of seventh grade students. Master Thesis in Educational Sciences, majoring in Educational Research. Ahvaz: Shahid Chamran University
Halim, M. S. A. A., Hashim, H., & Yunus, M. M. (2020). Pupils' Motivation and Perceptions on ESL Lessons through Online Quiz-Games. Journal of Education and E[1]Learning Research, 7(3): 229-234.
Hashemi, A. (2021). The effects of using games on teaching vocabulary in reading comprehension: a case of gifted students. Journal for the Education of Gifted Young Scientists, 9 (2): 181-191.
Hashemi, S. R., Mohsenzadeh, F., & Heidari, H. (2016). The role and importance of linguistic play therapy on spelling learning disorder in elementary school students. Fifth International Conference on Psychology and Social Sciences
Hemmati, B., Alamdarloo, M., & Gholipour, M. R. (2020). The effect of game-based teaching methods on students' academic achievement. A new approach in educational sciences. 2 (2): 134- 145.
Hodges, G. W., Oliver, J. S., Jang, Y., Cohen, A., Ducrest, D., & Robertson, T. (2021). Pedagogy, partnership, and collaboration: A longitudinal, empirical study of serious educational gameplay in secondary biology classrooms. Journal of Science Education and Technology, 30(3): 331-346.
Hung, M., Licari, F. W., Hon, E. S., Lauren, E., Su, S., Birmingham, W. C., & Lipsky, M. S. (2021). In an era of uncertainty: Impact of COVID‐19 on dental education. Journal of dental education, 85(2): 148-156.
Idris, M. I., Said, N. E. M., & Tan, K. H. (2020). Game-based learning platform and its effects on present tense mastery: Evidence from an ESL classroom. International. Journal of Learning, Teaching and Educational Research, 19(5): 13-26.
Imani Jajarmi, H. (2020). Social Consequences of Corona Prevalence in Iranian Society. Social Impact Assessment Quarterly, 2: 87-103
Karimi, A. A. (2004). Creativity Barrier Training, Management Quarterly in Education, (2): 12-24 176 ?
Khazaei, K., & Jaliliyan, N. (2014). The effect of computer educational games on academic achievement and creativity of elementary school students. Information and communication technology in educational sciences. 5 (2): 39-23
Kusumayanthi, S., & Rusmiyati, M. (2021). Students’engagement in learning english vocabulary via games in kahoot! English Journal Literacy Utama, 6(1): 444-452.
Lameras, P., Arnab, S., De Freitas, S., Petridis, P., & Dunwell, I. (2021). Science teachers’ experiences of inquiry-based learning through a serious game: a phenomenographic perspective. Smart Learning Environments, 8(1): 1-25.
Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry. Beverly Hills, CA: Sage.
Mahdavi Nasab, Y. (2016). Presenting and applying the educational game design model (Case study: social studies in primary school). Ph.D. Thesis. Tehran: Tarbiat Modares University.
Malik, M., Hassanzadeh, R., & Tirgari, A. H. (2013). The effectiveness of cognitive[1]behavioral group play therapy on reducing behavioral problems in children with reading. Learning Abilities, 2 (3): 153-140
McEnroe-Petitte, D., & Farris, C. (2020), “Using gaming as an active teaching strategy in nursing education”, Teaching and Learning in Nursing, 15 (1): 61-65.
Mohamed, A. M. A., & Shaaban, T. S. K. (2021). The Effects of Educational Games on EFL Vocabulary Learning of Early Childhood Students with Learning Disabilities: A Systematic Review and Meta-analysis. International Journal of Linguistics, Literature and Translation, 4(3):159-167.
Pir Abbasi, Z., & Safarzadeh, S. (2019). The effectiveness of group play therapy on social skills and memory function of female elementary school students with special learning disabilities. Journal of Pediatric Nursing. 6 (2): 5-12
Russo, J., Bragg, L. A., & Russo, T. (2021). How Primary Teachers Use Games to Support Their Teaching of Mathematics. International Electronic Journal of Elementary Education, 13(4): 407-419.
Russo, J., Russo, T., & Bragg, L. A. (2018). Five principles of educationally rich mathematical games. Australian Primary Mathematics Classroom, 23(3): 30-34.
Salsabila, N. H., Hapipi, H., & Luluilmaknun, U. (2020). Students’ Perceptions Towards Educational Games Learning Media in Mathematics. Adv. Soc. Sci. Educ. Humanit. Res, 465: 127-131.
Sandelowski, M., & Barroso. J. (2007). Handbook for synthesizing qualitative research, New York, NY: Springer. 1-311.
Seif, A. A. (2021). Modern Educational Psychology: Psychology and Education, Ninth Edition, Tehran. Doran Publishing. Twenty-sixth edition
Stojanovska, M. (2021). Celebrating the International Year of Periodic Table with chemistry educational games and puzzles. Chemistry Teacher International, 3(1).
Taylor, M. E., & Boyer, W. (2020). Play-based learning: Evidence-based research to improve children’s learning experiences in the kindergarten classroom. Early Childhood Education Journal, 48(2): 127-133.
Vidergor, H. E. (2021). Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students. Computers & Education, 166: 104156.
World Health Organization (2020). Statement on the second meeting of the International Health Regulations. Emergency Committee regarding the outbreak of novel coronavirus (2019-nCoV). Geneva, Switzerland: World Health Organization. Retrieved from loom/detail/30-01-2020-statement-on-the- econd-meeting-of-the-international[1]health-regulations-(2005)-emergency-committee-regarding-the-outbreak-of-novel[1]coronavirus-(2019-ncov)
Zhuang, Z., Zhao, S., Lin, Q., Cao, P., Lou, Y., Yang, L., & He, D. (2020). Preliminary estimation of the novel coronavirus disease (COVID-19) cases in Iran: A modelling analysis based on overseas cases and air travel data. International Journal of Infectious Diseases, 94: 29-31.
Zou, D., Zhang, R., Xie, H., & Wang, F. L. (2021). Digital game-based learning of information literacy: Effects of gameplay modes on university students’ learning performance, motivation, self-efficacy and flow experiences. Australasian Journal of Educational Technology, 37(2): 152-170