Digital
Game Based Learning (DGBL) involves engaging learners in the process of
learning by using both educational and commercial games. It connects students
to learning relevant content yet entertains them enough to make them want to
play. DGBL challenges students to pursue new knowledge and tools while
providing motivation to solve a problem. This combination helps to create a
meaningful learning environment and a deeper understanding of subject matter.
The implementation of DGBL into the
classroom takes planning and preparation by the teacher. Many factors need to
be considered before integrating games into the learning process. One factor is
appropriately choosing what type of game is to be used depending on the content
to be learned and/or mental process to be developed. The age of the students as
well as the game’s target age level needs to be evaluated. The teacher must
determine if the games content is appropriate, accurate, and not offensive to a
particular group of students based on gender, race, religion, or special needs.
The game must align with the approved curriculum and content. Itr is imperative
to meet a compromise.
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