Settachai Chaisanit, Uthairatt Phangphol, S. Suksakulchai
{"title":"Game-Based Learning Technology:The successful implementation of student-centered education","authors":"Settachai Chaisanit, Uthairatt Phangphol, S. Suksakulchai","doi":"10.4156/JDCTA.VOL7.ISSUE8.26","DOIUrl":null,"url":null,"abstract":"This paper practically reviewed on game-based learning system and its improvement of selfefficacy for student’s learning in student-centered education. The game-based learning is combined with educational and information technology. From the present academic carried on, the game-based learning is getting more attention. In game-based learning, the course content is mapped into the game to provide a scenario environment of learning, the repeated self-learning, the ongoing interaction and feedback which can increase the learning interest and motivation. Hence, game-based learning could reach the goal of learning effectively. For evaluating the learning effects, this paper reviewed on the involved researches that can present the difference in learning achievement between the traditional and student-centered education (using game-based learning’s tool). The advantage/disadvantage of game-based learning on student-centered education is examined. The results show that the learning motivations of students have significant impact on the learning achievement, and the learning achievements of students with game-based learning are better than those who use the traditional faceto-face teaching. The results could provide the related educators as references.","PeriodicalId":13797,"journal":{"name":"International Journal of Digital Content Technology and Its Applications","volume":"54 1","pages":"239-246"},"PeriodicalIF":0.0000,"publicationDate":"2013-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Digital Content Technology and Its Applications","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4156/JDCTA.VOL7.ISSUE8.26","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
This paper practically reviewed on game-based learning system and its improvement of selfefficacy for student’s learning in student-centered education. The game-based learning is combined with educational and information technology. From the present academic carried on, the game-based learning is getting more attention. In game-based learning, the course content is mapped into the game to provide a scenario environment of learning, the repeated self-learning, the ongoing interaction and feedback which can increase the learning interest and motivation. Hence, game-based learning could reach the goal of learning effectively. For evaluating the learning effects, this paper reviewed on the involved researches that can present the difference in learning achievement between the traditional and student-centered education (using game-based learning’s tool). The advantage/disadvantage of game-based learning on student-centered education is examined. The results show that the learning motivations of students have significant impact on the learning achievement, and the learning achievements of students with game-based learning are better than those who use the traditional faceto-face teaching. The results could provide the related educators as references.