Game On!: Investigating Digital Game-Based Versus Gamified Learning in Higher Education

Papia Bawa
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引用次数: 6

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.
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游戏吧!调查高等教育中基于数字游戏的学习与游戏化的学习
如今,由于教育和商业游戏种类的增加,人们对基于数字游戏的学习(DGBL)越来越感兴趣。文献表明,电子游戏通常具有娱乐性、激励性和教育性的好处。尽管如此,目前仍缺乏比较游戏类型以评估其学习价值的研究。通常,DGBL方法可能包括各种游戏类型,如为教育目的而设计的游戏,如数字教育游戏(deg),以及为娱乐和商业目的而创建的游戏,如大型多人在线游戏(mmo)。数字游戏确实具有很高的用户粘性,这是一种可以用来激励学习者与他们的学习环境进行更深入互动的潜力,从而提高他们的表现。这项研究支持了一种假设,即与传统教学方法相比,deg和mmo都有助于提高学生的参与度和学习能力。这篇文章分享了一项混合方法研究的结果,该研究调查了在一所社区大学的本科课程中使用一个DEG和四个mmo的情况。结果表明,与传统教学方法相比,在这两种类型的游戏中使用DGBL时,学习者的表现和参与度都得到了提高。此外,还讨论了实践和未来的研究意义。
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