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What is Game-Based Learning

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
Learning by playing games which are developed to reach predefined learning outcomes.
Published in Chapter:
Students as Gamers: Design, Code, and Play
Polat Şendurur (Ondokuz Mayıs University, Turkey) and Emine Sendurur (Ondokuz Mayis University, Turkey)
DOI: 10.4018/978-1-7998-7271-9.ch044
Abstract
Games have been considered as an important part of child development and can roughly be defined as fictional structures with certain rules to be followed to achieve certain goals. Modern games (ex. Minecraft) sometimes require quite sophisticated skills to move on, and these skills mostly match up with 21st century skills. From this perspective, this chapter tries to explain the relationship between 21st century skills and game playing skills, the design thinking approach where students are game designers, coders, and players.
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More Results
Sea Queens: Indirect Interaction Model of LGBTIQ+ Narrative Exploration in the Classroom
A way of designing classes to be game-like. It turns the lesson into a game whereby the students become players with an end goal and decisions to make to reach that end goal.
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The Use of the Escape Room as a Methodology for the Development of Professional Skills in the Training of Future Teachers: Active Methodologies and Development of Skills in Future Teachers
This is a teaching-learning model that makes it possible to incorporate play as a tool for learning. It favours the motivation of the students, interactive problem solving with constant feedback, the assumption of rules and adaptation to different student learning paces.
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Game-Based Learning Design Patterns: An Approach to Support the Development of “Better” Educational Games
An innovative learning approach derived from the use of computer games that possess educational value or different kinds of software applications that use games for learning and education purposes such as learning support, teaching enhancement, assessment and evaluation of learners. (cf., e.g., Tang et al., 2009).
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Digital Game-Based Learning in Higher Education
Game-based learning includes elements of competition, engagement, and immediate reward. Players should receive immediate feedback—for example, scoring—when a goal is accomplished. A game-based learning environment allows students to compete with one another or work collaboratively; it provides a level of challenge that motivates students’ learning; and it provides a storyline that will help students engage in activities.
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Game Network Analysis: For Teaching with Games
The use of games directly in the process of teaching and learning.
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The Use of Electronic Games in Distance Learning as a Tool for Teaching and Learning
A branch of serious games that deals with applications that have defined learning outcomes”
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Game-Based Learning to Teach Executive Functions: A Pilot Study in Higher Education
Refers to an educational approach that incorporates elements of gameplay into the learning process. It involves using games, either digital or physical, as a medium for delivering instructional content, engaging learners, and promoting active participation and problem-solving skills.
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Game Mechanics Supporting a Learning and Playful Experience in Educational Escape Games
A learning methodology wherein gameplay is designed to achieve specific learning objectives.
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Digital Propensity: An Investigation of Video Game and Information and Communication Technology Practices
Considered a branch of serious games by many, it is rooted in the belief that games, if used properly, can be leveraged in the learning process.
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Factors That Explain Adolescent and Young Adult Mobile Game Play, Part 2: A Quantitative Examination of the Casual Player in the Context of Age and Gender
This type of learning is rooted in the belief that games, if used properly, can be leveraged in the learning process ( DaCosta et al., 2011 ).
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The Power of Technology in K-12 Education
To incorporate game like features into a real-life educational setting.
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Sport Exergames for Physical Education
A type of game play that has defined learning outcomes.
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Improving the Key Competences in K12 by Collaborating in an Active Learning Environment Online
A method of active learning called “game-based learning” makes use of games to enhance student learning.
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Developing Educator-Specific Digital Competences With Serious Game Design
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Simulations as Collaborative Learning Systems to Enhance Student Performance in Higher Education
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Mobile Games and Learning
Considered a branch of serious games by many, this type of learning is rooted in the belief that games, if used properly, can be leveraged in the learning process ( DaCosta et al., 2011 AU62: The citation "DaCosta et al., 2011" matches multiple references. Please add letters (e.g. "Smith 2000a"), or additional authors to the citation, to uniquely match references and citations. ).
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Using Fractio Quest in the Mathematics Classroom: Insights Into Methodological Issues From a Study in Italy
Learning that is facilitated by the use of a game taking advantage of its playful engagement (Whitton, 2012).
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Gamification in an EFL Classroom and the Use of Games for Learning English: Spanish Technical Engineering Degree
Game-based learning brings about strategies, rules, and social experiences of playing games in the classroom. The game-based learning model allows teachers to target certain activities that benefit the real-world application of concepts.
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Impact of Kinect Exergame on Mental Computation Speed and Achievement
Game-based learning is a type of game play that has defined learning outcomes.
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Game-Based Approach to Reasoning, Problem Solving, and Communication for High School Students
Teaching strategy based on posing a suitable set of challenges to foster students' engagement in solving them according to certain rules, with the aim of promoting their learning. The design of such challenges appropriately balances the acquisition of learning outcomes and the motivation of students to play while finding a solution.
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Understanding the Challenges of Game-Based Training: Recommendations for Moving Research Forward in Game-Based Learning
The achievement of learning objectives using games as a way to deliver educational content ( Burguillo, 2010 ).
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Game4Manager: More Than Virtual Managers
Can transform learning in a more engaged and dynamic process, improving performance in the professional activity and enhancing the results.
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Instructional Strategies for Game-Based Learning
The integration of educational games into the teaching and learning process.
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Reinventing Progressive Learning and Teaching Processes Through Gamification
Game-based learning brings the strategies, rules and social experiences of playing a game into the classroom.
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Comparing Two Teacher Training Courses for 3D Game-Based Learning: Feedback From Trainee Teachers
Or GBL is a type of teaching in which the principles of games are used, often to improve learner motivation, engagement and/or performance. These principles may include points or leaderboards for example.
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Breakout of a Traditional Classroom Reality With Game-Based Learning Pedagogy
Occurs when a teacher uses games, challenges, competition, etc. in courses to teach material. This method of instruction can replace lectures or be used in addition to direct instruction to review, extend, etc. learning goals of a course.
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Perceived Challenges and Opportunities of Digital Games
A pedagogical approach that applies gaming principles into teaching and learning which is also referred to as gamification (Trybus, 2015).
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Bridging the Language Gap With Emergent Technologies
The use of educational games for specific educational purposes.
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Playful Education and Innovative Gamified Learning Approaches
A special case of gamification applied in education and lifelong learning. Usually includes the integration of educational models, educational content, gaming concepts and high-tech digital visualization and interaction in a single package.
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Serious Games: Issues and Challenges for Teaching and Training
The games have defined learning outcomes. Generally they are designed in order to balance the subject matter with the gameplay and the ability of the player to retain and apply said subject matter to the real world.
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Re-Imagining Health and Medicine Education: Implementing a Mobile-Based Gamification App for Improved Affective Learner Engagement
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Gamification for Technology-Enhanced Language Teaching and Learning
The use of digital or non-digital games with the aim to fulfill one or more specific learning objectives.
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The Contribution of Diversity Towards Player Traits of Learners in a Classroom: Constructing a Theoretical Conceptual Framework
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Cracking the Code: Creating an Immersive Learning Environment Through a Digital Escape Room Adventure
When learning activities incorporate game mechanics and principles, this is referred to as game-based learning.
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Transforming Mathematics Teaching through Games and Inquiry
Often used to contrast a type of game-play that is different from gamification , game-based learning reflects learning that occurs when immersed in gameplay, usually specific to a content area or type of behavioral change. Gamification is the application of game-like mechanics to provide incentives for doing a certain type of behavior (such as awarding points in a frequent flier program or having different friends compete to complete the most steps on their motion tracker). Game-based learning reflects deeper learning and transformation, and generally includes an immersive environment in which learners solve problems, explore and reflect. It can include both the game, and companion activities that build on what the game introduces.
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Pedagogical Creativity as a Means of Inclusion in Primary School: Experiences of Distance Learning During the Pandemic in Italy
An active learning methodology where games are used to enhance student learning, promoting their learning through involvement and collaboration.
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Immersive Learning in Neonatal Resuscitation Education: An Overview of the RETAIN Project
Subcategory of serious games with the main purpose of learning and education, rather than just of entertainment.
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Use of Minecraft: Education Edition for Teaching Pre-College Mathematics: Design of Educational Reinforcement
Emerging didactic methodology focused on adapting the content of games and video games to offer an immersive experience and effective development of both skills and knowledge.
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Game-Informed Cooperative Assessments and Socially Responsible Learning in Public School Math Classes
Meaning making that is directly related to the design, development, and/or participation in a digital or nondigital game.
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Mission HydroSci: Distance Learning through Game-Based 3D Virtual Learning Environments
The act of playing a video game for the purpose of learning and the use of game thinking and mechanics to design a learning activity. AKA Serious Gaming.
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Best Practices in Project-Based Learning: Applications Within Online Instructional Technology Courses
A learning strategy that uses analog or digital games, game strategies, or game creation to facilitate student participation and learning.
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Project-Oriented Game-Based Learning: Managers From Fairytales
The educational strategy that uses the idea of a playing game to reach specific learning objectives.
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The Interplay Between In-Game Activity, Learning Gains, and Enjoyment in a Serious Game on STEM
This is the field that addresses how to use games as a medium to learn, either in informal or in formal contexts.
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Gamification Strategies for Higher Education Student Worker Training
A learning strategy or pedagogy that focuses on the broad organization and delivery of training content. The game is a crucial piece of how learning takes place.
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Artificial Intelligence and Education
A new type of learning that combines educational content and computer games in order to improve the satisfaction and performance of students when acquiring new knowledge and skills.
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Introduction to Simulation Learning in Emergency and Disaster Management
A learning activity designed to draw from the principles of fun and play to enhance cognitive learning.
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The Perceived Appropriateness of Digital Games From ELL Teachers
A pedagogical approach that applies gaming principles into teaching and learning which is also referred to as gamification (Trybus, 2015).
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Providing Validity Evidence for Ignite by Hatch: A Digital Game-Based Learning Experience for Preschool Children
A play-based experience used to support the acquisition of new knowledge and/or skills and incorporates the use of strategy and skill.
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Computer-Aided Engineering Education: New Learning Approaches and Technologies
The design, development, and utilization of digital games that includes educational values for learning.
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Study on M-Learning Usage Among LIS Students With Special Reference to Alagappa University
Game based learning is a very effective way of teaching with highest memory retention. This method is quite popular in offline learning as well as in e-learning. Due to the development in mobile technology it has now been offered through mobile too.
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Embracing Simulations and Problem-Based Learning to Effectively Pair Concepts of Aeronautics With Flight Safety Training
The design and development of learning activities that can incrementally introduce concepts and guide students towards an educational goal.
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The Place of Gamification in the Educational Context
Digital game-based education that uses digital games as a resource to support an educator who uses a framework of game rules for a specific learning purpose.
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Gamification: A Learning Technique for the Dynamization of the Teaching of Social Sciences
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Factors That Explain Adolescent and Young Adult Mobile Game Play, Part 1: A Quantitative Examination of the Characteristics Describing the Casual Player
This type of learning is rooted in the belief that games, if used properly, can be leveraged in the learning process (DaCosta et al., 2011).
Full Text Chapter Download: US $37.50 Add to Cart
Full Text Chapter Download: US $37.50 Add to Cart
Digital Storyworlds: Transformative Ways to Play
The use of game-based technology to deliver, support, and enhance teaching, learning, assessment, and evaluation.
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Unlocking Knowledge Through Escape Rooms in Online Higher Education: Proposal for Learning About Consumer Behavior
Type of game play with defined learning outcomes which uses gaming techniques to create a motivating and interactive e-learning environment.
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Adopting a Role-Model, Game-Based Pedagogical Approach to Gender Equality in STEAM: The FemSTEAM Mysteries Digital Game
A pedagogical approach to integrating games in the teaching and learning process, which involves playing a fully developed game.
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Minecraft and Elementary Literacy Learning: The Perspectives and Ideas of Preservice Teachers
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Game Concepts in Learning and Teaching Process
Learning methodology using games as teaching strategies.
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Applying Gamification to Enhance the Universal Design for Learning Framework
The use of digital or non-digital games with the aim to fulfill one or more specific learning objectives.
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Design and Implementation of Gamified Course Contents
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