Learning on Gaming: A New Digital Game Based Learning Approach to Improve Education Outcomes

  • Sabina Maraffi
  • Francesco M. Sacerdoti
  • Eleonora Paris
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Abstract

Educational technologies that use more suitable tools to help students improve the teaching-learning process: games and video games are excellent educational vehicles. The project GeoQuest is a class-interactive role-playing computer game-computer class role plating game (CCRPG), to teach inter-disciplinary science and humanities. The students interact with the game using their own smartphone or tablet and the system collects the individual answers. Game paths, such as several activities, videos, animations, and hands-on activities, to incentivise different perception channels and multiple communication codes. GeoQuest is a new teaching approach designed for learning on gaming (LoG) to learn while playing, different from edutainment (educate and entertain together) and gaming to learn (playing a game without specific didactic). With LoG, the game "hides" didactic inside the game. The CCRPG allows a significantly greater attention, with a persistent attention during the whole game. This improves learning processes, and at the same time, renew teaching competences of mentors integrating information and communications technology (ICT), storytelling, and digital game base learning (DGBL) with an ease of realise new didactic product.

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APA

Sabina Maraffi, Francesco M. Sacerdoti, & Eleonora Paris. (2017). Learning on Gaming: A New Digital Game Based Learning Approach to Improve Education Outcomes. US-China Education Review A, 7(9). https://doi.org/10.17265/2161-623x/2017.09.003

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