Development of a Comprehensive Process for Introducing Game-Based Learning in Higher Education for Lecturers

Author:

Fernández-Raga María1ORCID,Aleksić Darija2ORCID,İkiz Aysun Kapucugil3,Markiewicz Magdalena4ORCID,Streit Herbert5

Affiliation:

1. Department of Applied Physics, University of León, 24071 León, Spain

2. School of Economics and Business, University of Ljubljana, 1000 Ljubljana, Slovenia

3. Faculty of Business, Dokuz Eylul University, 35390 Izmir, Turkey

4. Faculty of Economics, University of Gdansk, Bazynskiego 8, 80-309 Gdansk, Poland

5. Faculty of Business and Transport Management, Heilbronn University of Applied Sciences, 74081 Heilbronn, Germany

Abstract

Emerging trends such as digitalization, globalization, and the COVID-19 pandemic are forcing higher education institutions to undergo constant organizational and technological changes and to introduce innovative pedagogical approaches suitable for teaching a new generation of students—the so-called digital natives. The goal of this paper is to engage in the ongoing debate in higher education about new teaching methods, i.e., game-based learning methods, which meet the needs of digital natives. They have grown up in a fast-paced, technology-driven society, which has affected how they absorb information, their ability to concentrate for extended periods, and their motivation and engagement in the learning process. Existing research suggests that implementing the game-based learning method can be very difficult and costly, as it often requires adapting the freely available game to the requirements of the particular course and additional investment in purchasing appropriate equipment. In this paper, we develop a comprehensive procedure for introducing a cost-effective game-based learning method in higher education, which includes thirteen steps to help lecturers introduce game-based activities straightforwardly into their teaching processes. In addition, we also present security, cultural, and quality assurance issues that need to be considered when implementing game-based learning in higher education.

Funder

EUROPEAN COMMISSION

Publisher

MDPI AG

Subject

Management, Monitoring, Policy and Law,Renewable Energy, Sustainability and the Environment,Geography, Planning and Development,Building and Construction

Reference73 articles.

1. European Commission (2022, December 04). Improving and Modernising Education. Available online: https://eur-lex.europa.eu/legal-content/EN/ALL/?uri=CELEX:52016DC0941.

2. Hallinger, P., and Chatpinyakoop, C. (2019). A Bibliometric Review of Research on Higher Education for Sustainable Development, 1998–2018. Sustainability, 11.

3. Akour, M., and Alenezi, M. (2022). Higher Education Future in the Era of Digital Transformation. Educ. Sci., 12.

4. Utilizing Data from Twitter to Explore the UX of “Madrasati” as a Saudi e-Learning Platform Compelled by the Pandemic;Alfaifi;Arab Gulf J. Sci. Res.,2022

5. Does Digitalization in Higher Education Help to Bridge the Gap between Academia and Industry? An Application to COVID-19;Ind. High. Educ.,2021

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