Leveling Up: How Digital Game-Based Learning Is Altering Education
- January 30, 2017
- Posted by: steamc12_wp
- Category: Ed Tech News
At the turn of the 21st century, public interest in games as learning tools took hold. In the eyes of digital game-based learning proponents, the general public and today’s teachers finally understood something that students and educational researchers knew all along. To put it in the words of an elementary student at the 2004 Serious Games Summit, “Why read about ancient Rome when I can build it?”
Since the advent of digital games, ongoing research has supported their effectiveness in education. Another factor for the acceptance of digital game-based learning, according to EDUCAUSE Review, is that today’s students are a part of a digital generation that has become disengaged with traditional instruction. Finally, digital games have grown in popularity; worldwide revenues for digital gaming exceeded $70 billion in 2015.
As a result, digital games may have a permanent home in education. According to a survey of K-8 teachers, 55 percent have students play digital games in class at least weekly.
The Basics of Digital Game-Based Learning
Digital game-based learning refers to using actual digital video games as learning tools. The basic idea behind digital game-based learning in the classroom is that, as opposed to isolated tasks such as memorization, quizzing and drilling, digital games help students learn subject matter in context, as part of an interactive system.
Game-based learning should not be confused with gamification. Gamification takes an element of education and replaces it with a game-based element. For instance, a teacher may replace grades with levels or experience points.
According to Jisc, several types of games may be used in digital game-based learning.
- Educational Games: Video and computer games that use an engaging and immersive learning experience to deliver specified learning goals, outcomes and experiences.
- Online Games: Games that range from simple text-based games to games that span complex, virtual worlds used by large numbers of players simultaneously.
- Serious Games: Games that train or educate users; generally, serious games have a primary purpose other than entertainment.
- Simulations: Games that model real-world situations.
Read more about this article in Ed Tech Update to learn about:
- Approaches and Examples
- Effectiveness of Digital Game-Based Learning
- Implementing Digital Game-Based Learning in a Classroom