The extensive reviews done for digital game based learning (dgbl) shows a growing body of research using different taxonomies, methodologies and subject areas. They are all mostly coming to the same conclusion
that games and simulations are increasingly proving to be effective in both the
cognitive and psycho motor learning process in
various settings [1].
While the
effectiveness of dgbls is true and increasingly being shown, the other aspect is
the traditional nature of the challenges facing the field. It is unmistakable that,
digital game based learning is faced with some of the same issues faced by
traditional approaches to learning. This includes effective pedagogy,
understanding cognitive process and effective evaluations and taking into
account the cost-benefit of implementing dgbl in place of other models.
For as exciting and exhilarating as dgbls are, these leads
to the question of how different are they, if we are still answering the same
questions as it pertains to traditional education and learning models. As
pointed out by various researchers and authors including Prensky, van Eck and
others, the experience in a dgbl environment while cutting edge is still highly
dependent on the instructor, curriculum and available resources[2] . This makes for sober
reflection and understanding of the dgbls as serious educational tools. They
need to be utilized with h understanding that they are not the cure-all for all
that ails education.
[1]
Koehler,
M. J. ( 1 ), Arnold, B. ( 1 ), Greenhalgh, S. P. ( 1 ), Boltz, L. O. ( 1 ),
& Burdell, G. P. ( 2 ). (2017). A Taxonomy Approach to Studying How Gamers
Review Games. Simulation and Gaming, 48(3), 363–380. https://doi.org/10.1177/1046878117703680
Tobias, S., Fletcher, J.
D., & Wind, A. P. (2014). Game-Based Learning. In Handbook of Research
on Educational Communications and Technology (pp. 485–503). New York, NY:
Springer New York. https://doi.org/10.1007/978-1-4614-3185-5_38
Vlachopoulos, D., &
Makri, A. (2017). The effect of games and simulations on higher education: a
systematic literature review. International Journal of Educational
Technology in Higher Education, 14(1), 22. https://doi.org/10.1186/s41239-017-0062-1
[2]
Cuban,
L. (2009). Oversold and Underused: Computers in the Classroom (Google eBook).
Harvard University Press. Retrieved from
http://books.google.com/books?id=sdSutyVQfzYC&pgis=1
Hirumi, A., Appelman,
B., Rieber, L., & Van Eck, R. (2010). Preparing Instructional Designers for
Game-Based Learning: Part 2. TechTrends, 54(4), 19–27.
https://doi.org/10.1007/s11528-010-0416-1
Lester, J. C., Ha, E. Y., Lee, S. Y., Mott, B. W.,
Rowe, J. P., & Sabourin, J. L. (2013). Serious Games Get Smart: Intelligent
Game-Based Learning Environments. AI Magazine, 34(4), 31.
https://doi.org/10.1609/aimag.v34i4.2488
Prensky, M. (2001). Digital
Game Based Learning. icom (Vol. 152). Retrieved from
http://www.amazon.de/exec/obidos/redirect?tag=citeulike01-21&path=ASIN/3866440103
Van Eck, R. (2006).
Digital Game-Based Learning: It’s not just the Digital Natives Who are
Restless. Journal, Vol 41(Issue 2), 16–30. Retrieved from
http://edergbl.pbworks.com/w/file/fetch/47991237/digital game based learning
2006.pdf
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