Abstract

This study aims to review and get information on the different mobile game applications and the possibility of being a supplementary tool for learning to enhance and empower the e-Learning aspect of a Technical Education and Skills Development Authority. It is reviewed to help in the development of the eLearning department of TESDA. The study aims to facilitate the reorganization of the E-learning program of TESDA by using a method called Game Based Learning. To accomplish this target, different applications will be reviewed to give an idea on how game-based learning is being used as a supplementary learning tool for different subject areas. This paper will focus on TESDA language Skills institute and Technical-Vocational program since there are a lot of reviews for main subject areas but only few in this field. The database to be used in the methodology is Google Scholar, inclusion and exclusion criteria used is that article should be within the span of five years and should be game based learning mobile applications. Will be selecting 4 applications as a representation since it is an informational review. No need to indicate the other applications as this is just a basis for future studies. Mobile games have such a powerful instructional potential, by which teaching can be revolutionized, which output is acquiring the praise and judgment of academic professionals and educators. After this review, future studies can be made to support this study like reviewing from other databases like Web of Science and Scopus to support the foundation made on this review. The review will open further studies to help TESDA administrator in using mobile games as a supplementary learning tool for their e-learning.

Highlights

  • E-learning through mobile game application is basically associated with game-based learning

  • This study aims to review and get information on the different mobile game applications and the possibility of being a supplementary tool for learning to enhance and empower the e-learning aspect of a Technical Education and Skills Development Authority (TESDA)

  • An scientific study of language students involved in using an Augmented Reality (AR) location-based portable match that introduces situational as well as encouraging respondents to grow beyond the traditional subject roles connected with ' student ' or ' learner ' roles is the focus of the ChronoOps (Thorne & Hellermann, 2018)

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Summary

Introduction

E-learning through mobile game application is basically associated with game-based learning. Educational games have been described as applications which use video-related mobile game features to build engaging and immersive learning experiences with specific goals. These games generate challenges, promote different levels of communication and provide fun multimedia and immediate feedback (Denden, Essalmi & Tlili, 2017). The perspective that is needed for games to achieve the full potential is as follows: affective, cognitive, socio-cultural and motivational (Plass, Homer & Kinzer 2015). All these views need to be taken into account, with special emphasis depending on the purpose and design of the learning method as well as the game itself

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