DIGITAL GAME-BASED LEARNING MODEL AS AN EDUCATIONAL APPROACH
PDF

Keywords

21st Century, STEM, Game, Technology, Digital Natives, Early Childhood.

How to Cite

KAVAK, Şule. (2022). DIGITAL GAME-BASED LEARNING MODEL AS AN EDUCATIONAL APPROACH. PRIZREN SOCIAL SCIENCE JOURNAL, 6(2), 62–70. https://doi.org/10.32936/pssj.v6i2.311

Abstract

Today, the rapid development of technology has also affected the existing learning processes. In addition, this development has made it necessary for children to develop skills by the needs of the 21st century.  In this research, an alternative to the question of how we can support and update learning activities suitable for our age is presented. Digital game-based learning concepts are explained in the light of the literature and suggestions on how to use them from early childhood are presented.  Game is the most important supportive activity for development areas in early childhood. It also similarly affects learning processes. Learning with play makes the child more active and makes him excited about learning. This increases the motivation to learn. According to the research, when DGBL is used effectively, it has been seen that children support many 21st century skills such as critical thinking, problem-solving, and cooperative learning. This review demonstrated the importance of combining learning and game of digital technology used as an education model. In addition, Practical recommendations are presented for using technology in preschool children.

https://doi.org/10.32936/pssj.v6i2.311
PDF

References

Alvarez, J., & Djaouti, D. (2011). An introduction to Serious Game Definitions and concepts. Serious Games & Simulation for Risks Management, 11(1), 11-15. ISBN 978-2-9541430-0-2.

Anderson, B. O., Anderson, M. N., & Taylor, T. A. (2009, May). New territories in adult education: Game-based learning for adult learners. [Conference presentation]. Research Conference, 1. http://www.adulterc.org/Proceedings/2009/proceedings/anderson_etal.pdf

Annetta, L. A. (2008). Video games in education: Why they should be used and how they are being used. Theory into Practice, 47(3), 229-239. https://doi.org/10.1080/00405840802153940

Ayan, S., & Memiş, U. A. (2012). Erken çocukluk döneminde oyun. Selçuk Üniversitesi Beden Eğitimi ve Spor Bilim Dergisi, 14(2), 143-149. https://www.acarindex.com/dosyalar/makale/acarindex-1423931789.pdf

Behnamnia, N., Kamsin, A., Ismail, M. A. B., & Hayati, A. (2020). The effective components of creativity in digital game-based learning among young children: A case study. Children and Youth Services Review, 116, 105227. https://doi.org/10.1016/j.childyouth.2020.105227

Bowman, N. D., Kowert, R., & Ferguson, C. J. (2015). The impact of video gameplay on human (and orc) creativity. Video games and creativity: Elsevier, 39–60. https://doi.org/10.1016/B978-0-12-801462-2.00002-3

Brooks, E. & Sjöberg, J. (2020a). “Playfulness and Creativity as Vital Features When School Children Develop Game-based Designs.” International Journal of Designs for Learning. https://vbn.aau.dk/en/publications/playfulness-and-creativity-as-vital-features-when-school-children

Brooks, E., & Sjöberg, J. (Eds.). (2020). Problem Solving and Collaboration when School Children Develop Game Designs. Interactivity, Game Creation, Design, Learning, and Innovation: 8th EAI International Conference, Arts IT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6–8, 2019, Proceedings, 683-698. Springer. Lecture Notes of the Institute for Computer Sciences, Social Informatics, and Telecommunications Engineering Vol. 328 https://doi.org/10.1007/978-3-030-53294-9_52

Brunnet, N., & Portugal, C. (2016). Digital Games and Interactive Activities: Design of Experiences to Enhance Children Teaching-Learning Process. International Journal of Modern Education & Computer Science, 8(12). https://doi.org/10.5815/ijmecs.2016.12.01

Casañ-Pitarch, R. (2018). An approach to digital game-based learning: Video-games principles and applications in foreign language learning. Journal of Language Teaching and Research (Online), 9(6), 1147-1159. https://doi.org/10.17507/jltr.0906.04

Coffey, H. (2009). Digital game-based learning. Learn NC. https://www.dsu.univr.it/documenti/Avviso/all/all036209.pdf

Deubel, P. (2006). “Game on!” T.H.E. Journal (Technological Horizons in Education), 33 (6), 32. https://www.dsu.univr.it/documenti/Avviso/all/all036209.pdf

Diefenthaler, A., Moorhead, L., Speicher, S., Bear, C., & Cerminaro, D. (2017). Thinking and Acting Like a Designer: How design thinking supports innovation in K-12 education. Wise & Ideo, 6(3), 2018.

Djaouti, D., Alvarez, J., & Jessel, J. (2011). Classifying Serious Games: The G / P / S model. In Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches (pp. 10–24). https://doi.org/ 10.4018/978-1-60960-495-0.ch006

Egemen, A., Yılmaz, Ö., & Akil, İ. (2004). Oyun, oyuncak ve çocuk. ADÜ Tıp Fakültesi Dergisi, 5(2), 39 – 42. http://hdl.handle.net/11607/2200

Erhel, S., & Jamet, E. (2013). Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers & Education, (67), 156-167. https://doi.org/10.1016/j.compedu.2013.02.019

Garcia, M. B., & Mangaba, J. B. (2017). Delivering Effective Digital Game-Based Learning: A Comparative Study Between Computer and Mobile as the Learning Framework for Preschooler [Conference presentation]. 1st International Conference on Information Technology, Education, Engineering, and Management Sciences.

Griffiths, M. D. (2002). The educational benefits of video games. Education and Health, 20 (3), 47-51. http://irep.ntu.ac.uk/id/eprint/15272/1/187769_5405%20Griffiths%20Publisher.pdf

Hamlen, K. R. (2009). Relationships between computer and video gameplay and creativity among upper elementary school students. Journal of Educational Computing Research, 40(1), 1–21. https://doi.org/10.2190/EC.40.1.a

Homer, B. D., Hayward, E. O., Frye, J., & Plass, J. L. (2012). Gender and player characteristics in video gameplay of preadolescents. Computers in Human Behavior, 28(5), 1782–1789. https://doi.org/10.1016/j.chb.2012.04.018

Huang, D. W. H., & Johnson, T. (2002). Motivational level of a computer-based simulation: A formative evaluation of the US Army Recruiting Simulation (USAREC), (179). 2002 Annual Proceedings-Dallas.

Huang, W. H., Huang, W. Y., & Tschopp, J. (2010). Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing. Computers & Education, 55(2), 789-797, https://doi.org/10.1016/j.compedu.2010.03.011

Hussein, M. H., Ow, S. H., Cheong, L. S., Thong M. -K., & Ale Ebrahim, N. (2019). "Effects of Digital Game-Based Learning on Elementary Science Learning: A Systematic Review," in IEEE Access, vol. 7, 62465-62478. https://doi.org/10.1109/ACCESS.2019.2916324

Hooshyar, D., Pedaste, M., Saks, K., Leijen, Ä., Bardone, E., & Wang, M. (2020). Open learner models in supporting self-regulated learning in higher education: A systematic literature review. Computers & Education, 103878. https://doi.org/10.1016/j.compedu.2020.103878

Ishak, S. A., Din, R., & Hasran, U. A. (2021). Defining Digital Game-Based Learning for Science, Technology, Engineering, and Mathematics: A New Perspective on Design and Developmental Research. Journal of medical Internet research, 23(2). https://doi.org/10.2196/20537

Juraschka, R. (2019). How Digital Game-Based Learning Improves Student Success. https://www.prodigygame.com/main-en/blog/digital-game-based-learning/

Kailani, S., Newton, R., & Pedersen, S. (2019, June). Game-based learning and problem-solving skills: A systematic review of the literature. EdMedia+ innovate learning (1127-1137). Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/primary/p/210119/.

Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games. MIT press. ISBN-0-2621-1315-5ISBN-0-2621-1315-5.

Lin, L., Shadiev, R., Hwang, W.-Y., & Shen, S. (2020). From Knowledge and Skills to Digital works: An Application of Design Thinking in the Information Technology Course. Thinking Skills and Creativity, (36). https://doi.org/10.1016/j.tsc.2020.100646

Mayo, M. J. (2009). Video games: A route to large-scale STEM education? Science, 323(5910), 79-82. https://doi.org/10.1126/science.1166900

Metin, Ş., Mercan, Z., & Kavak, Ş. (2017). The Toys, from Past to Present, Effects on Children. Journal of Current Researches on Social Sciences, 7 (4). https://doi.org/10.26579/jocress-7.4.14

Özer, A., Gürkan, A. C., & Ramazanoğlu, O. (2006). Oyunun çocuk gelişimi üzerine etkileri. Fırat Üniversitesi Doğu Araştırmaları Dergisi, 4(3), 54-57. https://dergipark.org.tr/tr/pub/fudad/issue/47088/592221

Pannese, L., & Carlesi, M. (2007). Games and learning come together to maximize effectiveness: The challenge of bridging the gap. British Journal of Educational Technology, 38(3), 438-454. https://doi.org/10.1111/j.1467-8535.2007.00708.x

Piaget, J. (1962). Play, dreams, and imitation in childhood. Morton Library (24), 316–339. Norton. http://www.psych.utoronto.ca/users/peterson/Psy2302011/03Piaget.pdf

Prensky, M. (2001a). Digital Natives, digital immigrants Part 2: Do They Really Think Differently? On the Horizon. 9 (6), 1. https://doi.org/10.1108/10748120110424843

Prensky, M. (2001b). The games generations: How learners have changed. Digital game-based learning, 1(1), 1-26. https://marcprensky.com/writing/Prensky%20-%20Ch2-Digital%20Game-Based%20Learning.pdf

Prensky, M. (2005). Listen to the natives Educational Leadership, 63(4), 8-13. http://cesa7ita2009.pbworks.com/f/Listen+to+the+Natives.pdf

Raptopoulou, A. T. (2015). Mind the Gap: A qualitative study on preschool teachers’ perception on digital game-based learning. [Master Programme in International and Comparative Education]. https://www.diva-portal.org/smash/get/diva2:838520/FULLTEXT01.pdf

Tam, F., & Hui, C. (2011). Gamify Learning. Learning and Teaching Through Having Fu [PowerPoint slides]. Slideshare. http://www.slideshare.net/citehku/18-digital-game-based-learning-learning-and-teaching-through-having-fun

Toprac, P. (2011). Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches. Using Digital-Game Based Learning Techniques to Create an Interesting Problem-Based Learning Environment, IGI Global, USA. https://doi.org/10.4018/978-1-60960-495-0.ch014

Van Eck, R. (2006). Digital game-based learning: It's not just the digital natives who are restless. Educause Review, 41(2), 16. http://edergbl.pbworks.com/w/file/fetch/47991237/digital%20game%20based%20learning%202006.pdf

Zin, N. A. M., Jaafar, A., & Yue, W. S. (2009). Digital game-based learning (DGBL) model and development methodology for teaching history. WSEAS Transactions On Computers, 8(2), 322-333. https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.494.4499&rep=rep1&type=pdf

Creative Commons License

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

Copyright (c) 2022 Şule KAVAK

Downloads

Download data is not yet available.