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B.ED FIRST YEAR
ENRICHING LEARNING THROUGH ICT
BATCH 2023-2025
UNIT - II
TOPIC : GAME BASED LEARNING
LADY WILLINGDON INSITITUTE OF ADVANCED
STUDY IN EDUCATION
INTRODUCTION
 Using games for learning purposes is hardly a new innovation.
 Educators who implement game-based learning do so becauseof its
capacity to create interactive and enjoyable learning oppurtunities.
 Video games are a natural fit for game-based learning because of
their interactivity, capacity for collaboration, and built-in
achievement system.
 However, recent innovations such as massive online environments,
the integration of social communities, badges and other
achievement systems, bring with them new possibilities for creative
developers of DGBL
 Game-based learning is a teaching approach that uses different
forms of games, and the strategies or mechanics associated with
them, for educational purposes.
CONCEPT
 Changes in the technological and social conditions of modern
society need new professional skills, which are often called “21st
century skills.”
 Game-based learning and gamification are effective means of
such skills development.
 Game-based learning study tested both an increase in the
motivation and attraction of school students for the learning
process.
 The need to provide students with the necessary tools so they
can build their own procedures in order to solve a problem.
MEANING
 Game based learning is also an active learning
technique where games are used to enhance student
learning.
 Here, the learning comes from playing the game and
promotes critical thinking and problem solving skills.
 Game based learning can be accomplished with
digital or non-digital games and may include
simulations that can allow students to experience the
learning firsthand.
TYPES OF GAME - BASED LEARNING
TOOLS FOR GAME - BASED LEARNING
 Kahoot
 Mentimeter
 Quizlet
 EdApp
 Gametize
 Centrical
 Archy Learning
 Hoopla
KAHOOT TOOL




MENTIMETER TOOL




QUIZLET TOOL
Game-show style content
Pre-made flashcard stacks
Authoring tool
Audio and visual content
Mobile functionality
EDAPP TOOL
 Course creation service
Microlearning strategy
Gamification & leaderboards
GAMETIZETOOL
Game template library
Leaderboards
Badges
Rewards
Results tracking
CENTRICAL TOOL
Gamified microlearning
Quest-based game narratives
Rewards
Real-time performance management
ARCHY LEARING
Global classroom
Custom course quizzes and games
Interactive video modules
School tracking
HOOPLA TOOLS
Gamififed sales content
Contests
Leaderboards
Real-time recognition
ADVANDAGES
Draws learners into a lesson more actively
Competition can peak motivation
 Reinforce the fact that failure is not a setback nor an
outcome but indication that more skill building is
needed
Through discrete steps, learners can see the
interrelationship of tactics and strategy.
Learners gain an understanding of procedure and the
value of alternative paths.
DISADVANTAGES
Games take time to learn and design properly
Wasted efforts will be the greatest administrative fear
for adult educators
It can involve materials that range from the
inexpensive to the costly
Pedagogical and technical supports might be
necessary (additional resources)
E - BOOKS
An e-book or electronic book is a non-editable text that is
converted into a digital format and displayed and read on
an electronic device, such as a tablet or smartphone.
 Unlike other text that can be read on a device, an e-book
is not editable. This is for the safety and protection of the
author. After all, with so many people having access to an
e-book over multiple electronic devices, no one should be
able to change the content without the author’s
permission.
 Authors eliminate the overhead costs needed for printing
hard copies of their work.
CONCLUSION
 The future of the educational gaming industry is a wide-
open playing field.
 The increased popularity of DGBL amoungst teachers,
policy-makers, parents and students, coupled with more
affordable gaming, all but ensures that the industry will
continue its rapid growth.
 Young people are not only excited to play games, but
they are enthusiastic about creating them.
 Subsequently, game development tools are finding their
way into younger and younger hands.
REFERENCES
 https://blogs.ubc.ca/gamebasedlearning/introduction/
 https://tophat.com/glossary/g/game-based-learning/
 https://www.edapp.com/blog/game-based-learning-
platforms/
 https://influencermarketinghub.com/glossary/e-book/
 https://www.discoverdigital.eu/lms/courses/discover-
digital/online-training/lessons/the-advantages-and-
disadvantages-of-game-based-learning/
Game Based Learning ICT.pptx

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Game Based Learning ICT.pptx

  • 1. B.ED FIRST YEAR ENRICHING LEARNING THROUGH ICT BATCH 2023-2025 UNIT - II TOPIC : GAME BASED LEARNING LADY WILLINGDON INSITITUTE OF ADVANCED STUDY IN EDUCATION
  • 2. INTRODUCTION  Using games for learning purposes is hardly a new innovation.  Educators who implement game-based learning do so becauseof its capacity to create interactive and enjoyable learning oppurtunities.  Video games are a natural fit for game-based learning because of their interactivity, capacity for collaboration, and built-in achievement system.  However, recent innovations such as massive online environments, the integration of social communities, badges and other achievement systems, bring with them new possibilities for creative developers of DGBL  Game-based learning is a teaching approach that uses different forms of games, and the strategies or mechanics associated with them, for educational purposes.
  • 3. CONCEPT  Changes in the technological and social conditions of modern society need new professional skills, which are often called “21st century skills.”  Game-based learning and gamification are effective means of such skills development.  Game-based learning study tested both an increase in the motivation and attraction of school students for the learning process.  The need to provide students with the necessary tools so they can build their own procedures in order to solve a problem.
  • 4. MEANING  Game based learning is also an active learning technique where games are used to enhance student learning.  Here, the learning comes from playing the game and promotes critical thinking and problem solving skills.  Game based learning can be accomplished with digital or non-digital games and may include simulations that can allow students to experience the learning firsthand.
  • 5. TYPES OF GAME - BASED LEARNING
  • 6. TOOLS FOR GAME - BASED LEARNING  Kahoot  Mentimeter  Quizlet  EdApp  Gametize  Centrical  Archy Learning  Hoopla
  • 8. QUIZLET TOOL Game-show style content Pre-made flashcard stacks Authoring tool Audio and visual content Mobile functionality EDAPP TOOL  Course creation service Microlearning strategy Gamification & leaderboards
  • 9. GAMETIZETOOL Game template library Leaderboards Badges Rewards Results tracking CENTRICAL TOOL Gamified microlearning Quest-based game narratives Rewards Real-time performance management
  • 10. ARCHY LEARING Global classroom Custom course quizzes and games Interactive video modules School tracking HOOPLA TOOLS Gamififed sales content Contests Leaderboards Real-time recognition
  • 11. ADVANDAGES Draws learners into a lesson more actively Competition can peak motivation  Reinforce the fact that failure is not a setback nor an outcome but indication that more skill building is needed Through discrete steps, learners can see the interrelationship of tactics and strategy. Learners gain an understanding of procedure and the value of alternative paths.
  • 12. DISADVANTAGES Games take time to learn and design properly Wasted efforts will be the greatest administrative fear for adult educators It can involve materials that range from the inexpensive to the costly Pedagogical and technical supports might be necessary (additional resources)
  • 13. E - BOOKS An e-book or electronic book is a non-editable text that is converted into a digital format and displayed and read on an electronic device, such as a tablet or smartphone.  Unlike other text that can be read on a device, an e-book is not editable. This is for the safety and protection of the author. After all, with so many people having access to an e-book over multiple electronic devices, no one should be able to change the content without the author’s permission.  Authors eliminate the overhead costs needed for printing hard copies of their work.
  • 14. CONCLUSION  The future of the educational gaming industry is a wide- open playing field.  The increased popularity of DGBL amoungst teachers, policy-makers, parents and students, coupled with more affordable gaming, all but ensures that the industry will continue its rapid growth.  Young people are not only excited to play games, but they are enthusiastic about creating them.  Subsequently, game development tools are finding their way into younger and younger hands.
  • 15. REFERENCES  https://blogs.ubc.ca/gamebasedlearning/introduction/  https://tophat.com/glossary/g/game-based-learning/  https://www.edapp.com/blog/game-based-learning- platforms/  https://influencermarketinghub.com/glossary/e-book/  https://www.discoverdigital.eu/lms/courses/discover- digital/online-training/lessons/the-advantages-and- disadvantages-of-game-based-learning/