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INSTRUCTIONAL TECHNOLOGY:

THEORIES AND PRACTICES (EDU711)

TERM PAPER
TOPIC: THE EFFECTIVENESS OF DIGITAL
GAME-BASED LEARNING
PREPARED BY: MIMI MARLINA BT. MOHD SANI (2015692806)
PREPARED FOR: AP. DR. IZAHAM SHAH ISMAIL

INTRODUCTION & THESIS


STATEMENT
Introduction

Digital game-based learning (DGBL) refers to the usage of the


entertaining power of digital games to serve an educational
purpose (Prensky, 2001).
DGBL contains two important elements: fun/entertainment and
an educational component.
Digital games, whether computer-, game console-, or handheldbased, are characterized by rules, goals & objectives, outcomes &
feedback, conflict/ competition/challenge/opposition, interaction,
and representation of story (Prenksy, 2001).

Thesis Statement

The rapid advances and growth in technology, computer games,


particularly serious games or educational games, have
demonstrated great potential for learning and instruction.

CONTENT

Fig. 1: Comparison of Traditional Training, Hands-on, and Game-based Learning

Integrating DGBL in the Classroom

Align game types with learning outcomes

Turn learning and knowledge into the clue

Apply proven effective instructional strategies to design the game

Guide the gamer to achieve goals

The game must be immersive

The game must be reliable

Advantages

Influence motivation and engagement of the learners in a positive


way
Offer a secure and contextual environment that foster different
skill acquisition

Increases a students memory capacity

Helps with fast strategic thinking & problem-solving

CONCLUSION & RECOMMENDATION


Conclusion

If we teach todays students as we taught yesterdays, we rob


them of tomorrow. (John Dewey ). Our students are texters,
gamers, creators, social networkers. They are Googlers,
YouTubers, Facebookers, emailers. Many of their lives revolve
around digital media. As educators, we cant ignore that. If we
want to engage and motivate them, we need to meet them in the
middle. We need to use the things that excite them outside of the
classroom
by
bringing
it
into
the
classroom.
Game-based learning can do that.

Recommendations

It would be interesting to investigate the long-term learning


effects and motivational impact of a game.
The impact of individual student characteristics (e.g. gender)
could also be studied.

REFERENCES
All A., Castellar E.P., & Looy J.V. (2016). Assessing the effectiveness
of digital game-based learning: Best practices. Computers &
Education 92-93, 90-103.
Papastergiou M. (2009). Digital Game-Based Learning in high
school Computer Science education: Impact on educational
effectiveness and student motivation. Computers & Education
52,112.
Pohl M., Rester M., & Judmaier P. (2009). Interactive Game Based
Learning: Advantages and Disadvantages. Universal Access in
HCI, Part III, HCII, LNCS 5616, pp. 92101, 2009.
Ucus S. (2015). Elementary School Teachers Views on Game-based
Learning as a Teaching Method. Procedia - Social and Behavioral
Sciences 186, 401 409.
Yang Y.C. (2012). Building virtual cities, inspiring intelligent
citizens: Digital games for developing students problem solving
and learning motivation. Computers & Education 59, 365377.

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