{"title":"Potential and limits of game-based learning","authors":"Simon Greipl, K. Moeller, M. Ninaus","doi":"10.1504/ijtel.2020.10028417","DOIUrl":null,"url":null,"abstract":"Because educational games increasingly find their way into the classroom, we aim at outlining potentials but also limitations of game-based learning. First, we compile widely acknowledged benefits, like the ability of learning games to engage and meet the learner's situation. Moreover, we argue that the reduced use of games for learning in higher education does not seem warranted. We propose a three-dimensional framework that highlights the potential of adaptive game-based learning to catalyse the learning process by addressing cognitive, emotional and social factors of the learner and characteristics of the respective learning environment. We emphasise mandatory considerations like the inability of 'serious games' to replace but complement and enhance traditional educational approaches as well as the misunderstanding that the current generation has a 'native' understanding of technology. With adequate resources, theoretical frameworks, interdisciplinary competencies and clear goals, one can realise effective game-based learning that meets the requirements of modern education.","PeriodicalId":45548,"journal":{"name":"International Journal of Technology Enhanced Learning","volume":" ","pages":""},"PeriodicalIF":0.8000,"publicationDate":"2020-04-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"29","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Technology Enhanced Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1504/ijtel.2020.10028417","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 29
Abstract
Because educational games increasingly find their way into the classroom, we aim at outlining potentials but also limitations of game-based learning. First, we compile widely acknowledged benefits, like the ability of learning games to engage and meet the learner's situation. Moreover, we argue that the reduced use of games for learning in higher education does not seem warranted. We propose a three-dimensional framework that highlights the potential of adaptive game-based learning to catalyse the learning process by addressing cognitive, emotional and social factors of the learner and characteristics of the respective learning environment. We emphasise mandatory considerations like the inability of 'serious games' to replace but complement and enhance traditional educational approaches as well as the misunderstanding that the current generation has a 'native' understanding of technology. With adequate resources, theoretical frameworks, interdisciplinary competencies and clear goals, one can realise effective game-based learning that meets the requirements of modern education.
期刊介绍:
IJTEL focuses on promoting and disseminating research in e-learning and distance education worldwide. It encourages multidisciplinary research in online learning/teaching, technology-enabled design and deployment of academic programmes, teaching projects and initiatives, emerging technologies and applications, blended online and face-to-face teaching modes, materials and pedagogy. IJTEL aims: to provide holistic, multidisciplinary discussion on technology-enhanced learning research; to promote international collaboration and the exchange of ideas/know-how on technology-enhanced learning; and to investigate strategies on how technology-enhanced learning can promote sustainable development. Topics covered include: -Technology enhanced learning (TEL) domain -Key issues: effective strategies, learning models/theories -ICT deployment in education: policy, integration, extensibility, interoperability -Pedagogical theories/models, constructivist approaches -Collaborative/context aware/personalised approaches -Communities of learners -Web 2.0, semantic web -Adaptive/personalised hypermedia, metadata/content standards -Free/open source software, ubiquitous/pervasive/grid technologies -Intelligent agents, learning management systems, emerging technologies -TEL practices in different educational/learning contexts -Surveys of TEL adoption in education -TEL tools/emerging technologies, new generation TEL -Government policies for TEL promotion -Challenges, future of TEL, roadmaps for the future