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Digital Game-Based Learning: Learning Theories and TheirApplications in Digital Games

Publish Year: 1403
Type: Conference paper
Language: English
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LLCSCONF20_035

Index date: 17 December 2024

Digital Game-Based Learning: Learning Theories and TheirApplications in Digital Games abstract

GBL stands for Game-based learning and means game-based learning, an educational approachthat uses games to involve learners in learning and developing their skills. This methodintegrates learning and play in a fun, engaging and motivating way using computer-video gamesthat can be implemented on digital devices such as computers, tablets or mobile phones; In sucha way that the goal of learning is an integral part of the game and the game is an integral part ofthe learning process. Although GBL is heavily influenced by video games; But it goes beyondthe integration of educational content with the game and by combining elements such aschallenges, rewards and immediate feedback, it creates an attractive and motivating atmospherethat makes the learning process more effective and enjoyable. In a game-based learningenvironment, users learn new concepts and practice their skills in a risk-free and safeenvironment. Their progress in the game is directly related to their understanding of theknowledge and skills taught through the dynamics of the game. As one of the creative methodsof game-based teaching, the main goal of GBL is not just entertainment; Rather, teachingspecific learning goals is a great way to facilitate learning, motivate, change behavior, and feelsuccessful along with fun. The game-based teaching method has grown tremendously over thepast decade and is now one of the most effective constructive approaches to the educationalprocess, capable of engaging learners, providing personalized learning experiences, andcultivating essential skills. As modern societies continue to integrate digital technologies intovarious aspects of everyday life – including work, learning and play – the concept of digitalgame-based learning (DGBL) is becoming increasingly influential. The term DGBL is oftenused to describe the relationship of computer-based games (including games played on dedicatedgame consoles and mobile devices) to various learning processes or outcomes. The concept ofDGBL originates from interdisciplinary research in computer and social sciences as well ashumanities. As interest in computer games and learning in education expanded in the late 20thcentury, DGBL became a controversial term. Even basic concepts such as the definition ofgames (as well as their relationship to simulations and similar artifacts), the possibilities ofdigital methods, and the question of what counts as learning. In this article, we discuss LearningTheories and Their Applications in Digital Games.

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Digital Game-Based Learning: Learning Theories and TheirApplications in Digital Games authors

Parisa Karimian

Linguistics Ph.D. Candidate, The Institute for Humanities and Cultural Studies