Game Based learning is very powerful tool for helping the students to learn difficult concept in a very simple way of teaching . It is very useful in both the teachers and the students. Bring high level of engagement to students during the learning process.Game-based learning is a teaching method that uses the power of games to define and support learning outcomes. A GBL environment achieves this through educational games that have elements such as engagement, immediate rewards and healthy competition. All so that while students play, they stay motivated to learn.Game-based learning can be defined as lessons which are competitive, interactive, and allow the learner to have fun while gaining knowledge. The best game-based learning has three main elements. The first element is competition. This need not be against another student or the teacher.Game-based learning is an active learning technique that uses games to improve student learning. The learning, in this case, comes from playing the game, which promotes critical thinking and problem-solving skills. Game-based training is a training method that uses games and other interactive activities to teach learners new skills and knowledge. Trainers can create a more enjoyable learning experience, which can help learners stay motivated and engaged throughout the training process.Educational games in the classroom can bring high levels of engagement to students during the learning process. When students engage in a game, their motivation increases, leading to better participation and the ability to form connections and positive memories of learning.According to research, using games in teaching can help increase student participation, foster social and emotional learning, and motivate students to take risks. One study of the popular multiple-choice quiz game Kahoot found that it improved students' attitudes toward learning and boosted their academic scores.An objective is a goal that a player must achieve to progress in a game. In some games, objectives are constant and presented only at the beginning of a level. In other games, objectives change and must be displayed to keep the player up to date.Today's game-based learning asks students to work toward a goal by choosing actions and experiencing whatever outcomes those decisions lead to. When students make educated and informed decisions, the positive outcome moves them forward in the game. When they make guesses or uninformed decisions, they reap the consequences and must continue to practice to improve their results. Constantly thinking about advancing in the game allows students to be active rather than passive learners.
In modern video games, players learn through repetition and failure. When goals are accomplished through trial, error and learning, players advance to new levels in the game. Most players start a video game slowly by learning the skills they need to navigate the world more accurately. The skills that they develop add up over time .
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.
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.