2020
DOI: 10.3991/ijet.v15i14.14675
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Using the Concept of Game-Based Learning in Education

Abstract: A modern school deals with a generation of students who were born and grown up in a digital environment and require other teaching methods. Changes in the technological and social conditions of modern society need new professional skills, which are often called “21st century skills”. These skills should be devel-oped starting from the primary school, as they are psychological and behavioural, rather than practical. Game-based learning and gamification are effective means of such skills development. The use of … Show more

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Cited by 84 publications
(61 citation statements)
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“…Other methodology issues included such as small sample size and the appropriateness of the instrument to assess learning outcomes. The findings perhaps indicate the need to develop appropriate indicators of game metric to assess learning outcomes [47]. Compared with the traditional self-report method, the game metric technique based on server data enables us to access a high precise recording of players' behaviours.…”
Section: Discussionmentioning
confidence: 99%
“…Other methodology issues included such as small sample size and the appropriateness of the instrument to assess learning outcomes. The findings perhaps indicate the need to develop appropriate indicators of game metric to assess learning outcomes [47]. Compared with the traditional self-report method, the game metric technique based on server data enables us to access a high precise recording of players' behaviours.…”
Section: Discussionmentioning
confidence: 99%
“…Gamification does not compulsorily entail a computer. It is a process or training in the form of a game (Liu et al, 2020) that involves the use of game esthetics, mechanics, and logic to engage and encourage learners to find solutions to problems (Cózar-Gutiérrez & Sáez-López, 2016).…”
Section: Digital Game-based Learning Appraisalsmentioning
confidence: 99%
“…The need to expand content to fulfill modern educational purposes confronting the digital age challenges (Vetushinskiy & Zhukov, 2019) plays a significant role in the spread and advancement of digital game-based learning. Digital game-based learning offers educators the opportunity to provide other teaching methods necessary for learners born and raised in a digital environment (Liu et al, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…Although gamification of learning materials greatly benefits the T&L process, the effectiveness of these materials also depends on whether they are tailored to students' levels, including age and previous knowledge. As stated by [27], the use of game as a means of delivering educational content to the student's consciousness is more effective. A number of studies have proven the effectiveness of gaming and gamification implementation of learning materials across various instructional medium [28][29] [30][31].…”
Section: Learning Materials For Vocabulary Learningmentioning
confidence: 99%