Literature Review For Game-Based Learning

According to The New Media Institute in a 2008 report on the use of games in education, that year nearly 170 million people played computer and video games. This number can only increase yearly with the steady increases in technology and accessibility to technology, making the implication of games in education more significant than ever before. It is the belief of the Director of Camegie Mellon’s Eberly Centre of Teaching Excellence, Dr. Susan Ambrose (2013)that good game-based learning is “motivational because games can help learners to understand the connection between the learning experience and the real world.”

“Education is not the filling of a pail, it is the lighting of a fire”, William B. Yeats.

Game-based Learning gives allowance to the making of mistakes by students/learners in a setting that is risk-free and through experimentation. In a Game-Based Learning environment that is clearly defined, students work towards a goal, choosing actions and experiencing the consequences of those actions along the way. Games keep students/learners engaged in practicing behaviours and thought processes which can be transferred from simulation experience into real life situation.

Well designed games allow for learning experiences that are not possible in real life,” Jessica Trybus (2015).

Suggestions have been made through research that computer games can help to stimulate a successful learning environment and provide motivational learning environments that suit various learners. Education Scotland’s Game-based Learning initiative has been working with teachers since 2006, in exploring the benefits of game-based Teaching and Learning throughout Scotland. They have since, recorded an increase in creativity Beginning at the early Childhood level and also in individual learning. This then will account for statement made in a (2015) article by Foghlam Alba, Education Scotland that states, the reality that many classrooms now have a wide range of game based technologies which are used to help make teaching and learning, challenging and appealing.

People who “grew up with video games and the internet think differently than preceding generations, because of their exposure to game based activities,” which are board-based and allows for the development of several intelligence. Marc Prensky (2001).

Intelligence is not a single entity, as is suggested by Howard Gardner’s (1995), Theory of Multiple Intelligence. He further argues that individuals possess a basic set of intelligence as shown below.

The diagram identifies and defines the basic set of intelligence an individual possess.

Published by Elorine

Dedicated Early Childhood and Primary Educator, who strive to empower students to be creative self-directed learners, using education to ignite the fire within themselves and others. Experience in establishing and fostering friendly, understanding agreement between students, parents and teachers that matures into prosperous lasting relationships. Acknowledging God; as the fountain and source of all knowledge.

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