Educational digital games: models and implementation

Author:

Tokarieva Anastasiia V.ORCID,Volkova Nataliia P.ORCID,Harkusha Inesa V.ORCID,Soloviev Vladimir N.ORCID

Abstract

Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for communication, interaction, building up social skills and unique learning environments. One of the latest trends observed in education is an attempt to streamline the learning process by applying educational digital games. Despite numerous research data, that confirms the positive effects of digital games, their integration into formal educational contexts is still relatively low. The purpose of this article is to analyze, discuss and conclude what is necessary to start using games as an instructional tool in formal education. In order to achieve this aim, a complex of qualitative research methods, including semi-structured expert interviews was applied. As the result, the potential of educational digital games to give a unique and safe learning environment with a wide spectrum of build-in assistive features, be efficient in specific training contexts, help memorize studied material and incorporate different learning styles, as well as to be individually adaptable, was determined. At the same time, the need for complex approach affecting the administration, IT departments, educators, students, parents, a strong skill set and a wide spectrum of different roles and tasks a teacher carries out in a digital game-based learning class were outlined. In conclusion and as a vector for further research, the organization of Education Design Laboratory as an integral part of a contemporary educational institution was proposed.

Publisher

Academy of Cognitive and Natural Sciences

Reference36 articles.

1. Alkind Taylor, A.S.: Facilitation matters: a framework for instructor-led serious gaming. Dissertation, University of Skövde (2014)

2. Amory, A., Seagram, R.: Educational game models: conceptualization and evaluation. South African Journal of Higher Education 17(2), 206–217 (2003). doi:10.4314/sajhe.v17i2.25314

3. Arnab, S., de Freitas, S., Bellotti, F., Lim, T., Louchart, S., Suttie, N., Berta, R., De Gloria, A.: Pedagogy-Driven Design of Serious Games: An Overall View on Learning and Game Mechanics Mapping, and Cognition-Based Models. British Journal of Educational Technology 46(2), 391-411 (2015). doi:10.1111/bjet.12113

4. Berg Marklund, B., Alklind Taylor, A.-S.: Teachers’ Many Roles in Game-Based Learning Projects. In: Munkvold, R., Kolå, L. (eds.) Proceedings of the 9th European Conference on Games Based Learning, pp. 359–367. Academic Conferences and Publishing International Limited, Reading (2015)

5. Berg Marklund, B.: Unpacking Digital Game-Based Learning: The Complexities of Developing and Using Educational Games. Dissertation, University of Skövde (2015)

Cited by 12 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Role of Digital Games and Gamification in Promoting the Learning Process;Comparative Research on Diversity in Virtual Learning;2023-01-27

2. Percepción estudiantil sobre el uso de metodologías no tradicionales en la enseñanza de la ingeniería;DYNA;2022-07-25

3. Comparison of Free Android Mobile 3D Modeling Tools for AR Apps;Communications in Computer and Information Science;2022

4. 1st Symposium on Advances in Educational Technology: Outlook;Educational Technology Quarterly;2021-12-20

5. Educational Technology Quarterly: in the beginning;Educational Technology Quarterly;2021-03-22

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3