Game On!

Author:

Bawa Papia1

Affiliation:

1. SUNY Brockport, USA

Abstract

Today, there is growing interest in digital game-based learning (DGBL) due to the increase in the variety of educational and commercial games available. Literature indicates that video games in general have entertaining, motivational, and educational benefits. Despite this, there is a lack of research comparing game types to assess their value for learning. Typically, DGBL approach may include a variety of game types, like those designed for educational purposes such as digital education games (DEGs), as well as those created for entertainment and commercial reasons, such as massively multiplayer online games (MMOs). Digital games do possess a significantly high capacity to keep users engaged, which is a potential that can be used to motivate learners to interact more deeply with their learning environments, and consequently enhance their performances. This study supports the hypothesis that both DEGs and MMOs can be instrumental in improving engagement and learning versus traditional teaching methods. The article shares the results of the mixed methods study that examined the use of one DEG and four MMOs in undergraduate courses within a community college. The results suggest that learner performance and engagement are enhanced when using DGBL for both types of games, versus the traditional teaching methods. Additionally, practitioner and future research implications are also discussed.

Publisher

IGI Global

Subject

Developmental and Educational Psychology,Education

Reference141 articles.

1. Alexander, A. L., Brunyé, T., Sidman, J., & Weil, S. A. (2005). From Gaming to training: A review of studies on fidelity, immersion, presence, and buy-in and their effects on transfer in PC-based simulations and games. Retrieved from https://pdfs.semanticscholar.org/3475/e2b1a4093661fe4c82ef9b41fab549f3ea35.pdf

2. Investigating the impact of video games on high school students’ engagement and learning about genetics

3. Using Activity Theory to understand the contradictions in an online transatlantic collaboration between student-teachers of English as a Foreign Language

4. The Influence of Competence, Motivation, and Organisational Culture to High School Teacher Job Satisfaction and Performance

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