Learning is a constantly evolving process, and the educational systems are constantly seeking to employ technological innovations in developing this process and increasing its effectiveness. Attention has been directed to employing digital games and gamification in the learning process because of their impact of increasing students' motivation towards learning and developing students' knowledge and skills. In addition, they can be a good solution for many problems in the educational world. This chapter discusses the supportive opinion of using digital games and gamification in the learning process, while the opposition opinions are faced through evidences and modern studies that dealt with this topic. It is important to adopt a strategy of teaching based on the integration of digital games and gamification in the curriculum to achieve educational goals in a fun and entertaining way.
This study examines the role of educational games in compensating for educational loss and their impact on students’ motivation towards learning during crises in Palestine and Iraq. Additionally, the study considers the challenges facing the employment of this strategy and ways to overcome these challenges. By performing separate open semi-structured interviews with a group of 10 educators from university professors, teachers, and educational supervisors, the study used the qualitative descriptive approach which designs multiple case studies. The results showed the prominent role that educational games play in increasing students’ motivation towards learning and compensating for educational loss through what they add to the fun and suspense in the learning process and how they shorten time and effort and help students to engage and cooperate in acquiring knowledge, skills, and values. The results also reveal common challenges that face the employment of educational games. These challenges are social, economic, technological, challenges related to school environment, and psychological challenges. The study shows the possibility of overcoming these challenges by providing funding sources, preparing plans to employ educational games, and developing teachers’ capabilities to implement them in their teaching practices.
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