Principles and Best Practices of Designing Digital Game-Based Learning Environments
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| Title: | Principles and Best Practices of Designing Digital Game-Based Learning Environments |
|---|---|
| Language: | English |
| Authors: | Kucher, Tetyana (ORCID |
| Source: | International Journal of Technology in Education and Science. 2021 5(2):213-223. |
| Availability: | International Journal of Technology in Education and Science. e-mail: ijtesoffice@gmail.com; Web site: http://www.ijtes.net |
| Peer Reviewed: | Y |
| Page Count: | 12 |
| Publication Date: | 2021 |
| Document Type: | Journal Articles Reports - Descriptive |
| Descriptors: | Educational Principles, Best Practices, Instructional Effectiveness, Game Based Learning, Computer Games, Educational Games, Design, Interaction, Learner Engagement, Student Motivation, Problem Solving, Discovery Processes, Feedback (Response), Educational Research |
| ISSN: | 2651-5369 |
| Abstract: | Playing games holds an important role in learning and development. While designing and using digital game-based learning (DGML) environments becomes more appealing to educators, there is a disconnect between the goals that educators try to achieve and the design strategies they utilize to achieve their goals. The inclusion of game elements alone is insufficient to improve students' learning, and it does not solve educational problems that DGBL environments are aimed to solve. The current state of research on the design of DGBL environments calls for an updated review of the best practices in recent years for developing DGBL environments, which prompted this literature review. It draws from successful examples of educators implementing learning games in classes, and it highlights five key principles that facilitate the effectiveness of DGBL: (1) interactivity, (2) immersiveness, (3) adaptive problem solving, (4) feedback, and (5) freedom of exploration. Practical examples are used to illustrate the effective implementation of these principles in DGBL environments and to underscore the significance of each component. |
| Abstractor: | As Provided |
| Entry Date: | 2021 |
| Accession Number: | EJ1297914 |
| Database: | ERIC |
| FullText | Text: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=EJ1297914 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
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| Header | DbId: eric DbLabel: ERIC An: EJ1297914 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Principles and Best Practices of Designing Digital Game-Based Learning Environments – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Kucher%2C+Tetyana%22">Kucher, Tetyana</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-6260-1579">0000-0002-6260-1579</externalLink>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22International+Journal+of+Technology+in+Education+and+Science%22"><i>International Journal of Technology in Education and Science</i></searchLink>. 2021 5(2):213-223. – Name: Avail Label: Availability Group: Avail Data: International Journal of Technology in Education and Science. e-mail: ijtesoffice@gmail.com; Web site: http://www.ijtes.net – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 12 – Name: DatePubCY Label: Publication Date Group: Date Data: 2021 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Descriptive – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Educational+Principles%22">Educational Principles</searchLink><br /><searchLink fieldCode="DE" term="%22Best+Practices%22">Best Practices</searchLink><br /><searchLink fieldCode="DE" term="%22Instructional+Effectiveness%22">Instructional Effectiveness</searchLink><br /><searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Games%22">Computer Games</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Games%22">Educational Games</searchLink><br /><searchLink fieldCode="DE" term="%22Design%22">Design</searchLink><br /><searchLink fieldCode="DE" term="%22Interaction%22">Interaction</searchLink><br /><searchLink fieldCode="DE" term="%22Learner+Engagement%22">Learner Engagement</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Motivation%22">Student Motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Problem+Solving%22">Problem Solving</searchLink><br /><searchLink fieldCode="DE" term="%22Discovery+Processes%22">Discovery Processes</searchLink><br /><searchLink fieldCode="DE" term="%22Feedback+%28Response%29%22">Feedback (Response)</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Research%22">Educational Research</searchLink> – Name: ISSN Label: ISSN Group: ISSN Data: 2651-5369 – Name: Abstract Label: Abstract Group: Ab Data: Playing games holds an important role in learning and development. While designing and using digital game-based learning (DGML) environments becomes more appealing to educators, there is a disconnect between the goals that educators try to achieve and the design strategies they utilize to achieve their goals. The inclusion of game elements alone is insufficient to improve students' learning, and it does not solve educational problems that DGBL environments are aimed to solve. The current state of research on the design of DGBL environments calls for an updated review of the best practices in recent years for developing DGBL environments, which prompted this literature review. It draws from successful examples of educators implementing learning games in classes, and it highlights five key principles that facilitate the effectiveness of DGBL: (1) interactivity, (2) immersiveness, (3) adaptive problem solving, (4) feedback, and (5) freedom of exploration. Practical examples are used to illustrate the effective implementation of these principles in DGBL environments and to underscore the significance of each component. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2021 – Name: AN Label: Accession Number Group: ID Data: EJ1297914 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1297914 |
| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 12 StartPage: 213 Subjects: – SubjectFull: Educational Principles Type: general – SubjectFull: Best Practices Type: general – SubjectFull: Instructional Effectiveness Type: general – SubjectFull: Game Based Learning Type: general – SubjectFull: Computer Games Type: general – SubjectFull: Educational Games Type: general – SubjectFull: Design Type: general – SubjectFull: Interaction Type: general – SubjectFull: Learner Engagement Type: general – SubjectFull: Student Motivation Type: general – SubjectFull: Problem Solving Type: general – SubjectFull: Discovery Processes Type: general – SubjectFull: Feedback (Response) Type: general – SubjectFull: Educational Research Type: general Titles: – TitleFull: Principles and Best Practices of Designing Digital Game-Based Learning Environments Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Kucher, Tetyana IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2021 Identifiers: – Type: issn-electronic Value: 2651-5369 Numbering: – Type: volume Value: 5 – Type: issue Value: 2 Titles: – TitleFull: International Journal of Technology in Education and Science Type: main |
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