Abstract

Game-based learning (GBL) can allow learners to acquire and construct knowledge in a fun and focused learning atmosphere. A systematic literature review of 42 papers from 2010 to 2020 in this study showed that the current difficulties in implementing GBL in classrooms could be classified into the following categories: infrastructure, resources, theoretical guidance, teacher’s capabilities and acceptance of GBL. In order to solve the above problems, the study constructs a technology enhanced GBL model, from the four parts of learning objective, learning process, learning evaluation, and smart classroom. In addition, this study adopted the Delphi method, inviting a total of 29 scholars, experts, teachers and school managers to explore how to implement GBL in smart classrooms. Finally, the technology enhanced GBL model was validated and the utilization approaches were provided at the conclusion part.

Highlights

  • Game-Based Learning (GBL) originated from the game research in the middle of the 1950s, and from the 1980s scholars started the research and practice of integrating games into instruction

  • It is clear that learning resources, classroom environment and technical configuration play a vital role in the implementation of Game-based learning (GBL) (Dickey, 2011; Sabourin and Lester, 2013)

  • This study identified some of the common teaching and learning problems in GBL and the affordance of smart classrooms for solving the problems

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Summary

Introduction

Game-Based Learning (GBL) originated from the game research in the middle of the 1950s, and from the 1980s scholars started the research and practice of integrating games into instruction. GBL refers to applying games or related elements, concepts, mechanisms or designs into learning (Deterding et al, 2011), which is a study mode that integrates educational games into school teaching and self-regulated learning. Many scholars and enterprises conducted related design and research of digital educational games, but its practical application is hard to meet the requirements of related studying activities because of the location, equipment, and internet (Xuqing, 2007; Hou et al, 2012). Lots of problems exist to carry out GBL in classrooms

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