Digital game-based learning and technology-enhanced learning for theological education

4Citations
Citations of this article
95Readers
Mendeley users who have this article in their library.

Abstract

Digital game-based learning (DGBL) – sometimes loosely referred to as gaming – for higher education has not really found its feet in South Africa as an innovative or alternative tool to enhance the impact of education. Internationally, it is implemented at some institutions of higher education and also in the corporate training world. Technology-enhanced learning ([digital] TEL) is also not yet fully implemented in the higher education environment in South Africa, as many institutions are still bound to the Gutenberg era and are therefore still mainly paper-based. The research is linked to constructivism and is conducted from a South African perspective. The aim is to provide a broader context for DGBL within the environment of TEL and to present it as an additional and innovative aid to provide effective education (that includes student-centred teaching, blended learning and transformative assessment) opportunities for students in theology. Intradisciplinary and/or interdisciplinary implications: Digital game-based learning as a part of TEL can be implemented in teaching all aspects of theology through the blended learning approach (that includes time, space, activity and media, formal, informal and non-formal learning and prior learning and experience) providing possibilities for active learning and constructing knowledge.

Cite

CITATION STYLE

APA

Oliver, E. (2018). Digital game-based learning and technology-enhanced learning for theological education. Verbum et Ecclesia, 39(1). https://doi.org/10.4102/ve.v39i1.1900

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free