Developments in Current Game-Based Learning Design and Deployment 2012
DOI: 10.4018/978-1-4666-1864-0.ch019
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Digital Games

Abstract: Digital Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks. Context based collaborative learning method is based on constructivist learning theory and guides the design of the effective learning environments. The constructivist design required for successful Game-Based Learning is… Show more

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Cited by 4 publications
(3 citation statements)
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“…The main idea behind digital game-based learning is to educate participants by using a video game (Prensky 2007 ). The goal is to improve the learning experience by utilizing a set of game elements to foster interactivity (Kiili 2005 ; Pivec 2004 ). In the literature, there are a number of studies that benefits from the useful properties of games to train individuals in various areas (Farrow and Abernethy 2002 ; Kuo 2007 ; Mascarenhas et al.…”
Section: Background and Related Workmentioning
confidence: 99%
“…The main idea behind digital game-based learning is to educate participants by using a video game (Prensky 2007 ). The goal is to improve the learning experience by utilizing a set of game elements to foster interactivity (Kiili 2005 ; Pivec 2004 ). In the literature, there are a number of studies that benefits from the useful properties of games to train individuals in various areas (Farrow and Abernethy 2002 ; Kuo 2007 ; Mascarenhas et al.…”
Section: Background and Related Workmentioning
confidence: 99%
“…Meanwhile, Prensky (2007) identified the elements for creating excellent learning environments in educational games, namely goals, decisions, discussion, emotion connection, cooperation and competition, personalization, iteration, and fun. In terms of the instructional design approach, the game should incorporate underlying pedagogical support, map the learning activities and concepts into a part of the gameplay, and also provide challenge and feedback in line with the educational content (Fisch, 2005; Pivec et al, 2003). Meanwhile, it is also important to measure learning during gameplay, so assessment should be incorporated into the game design.…”
Section: Introductionmentioning
confidence: 99%
“…Commercial entertainment games are known to facilitate learning (Dempsey, Haynes, Lucassen, & Casey, 2002; Egenfeldt-Nielsen, 2006; Verheul & van Dijk, 2009). The quality of the commercial entertainment games is what the learners expect from such games (Lampton, Bliss, & Morris, 2002; Pivec, 2008). Learners are accustomed to high quality entertainment games and might expect this kind of quality in educational games – this can result in disappointment and lowered motivation when these expectations are not met (Lampton et al, 2002; Pivec, 2008).…”
Section: Introductionmentioning
confidence: 99%