Digital Game-Based Learning for Information Technology: An Exploratory Analysis

  • Johnson C
  • Govender I
  • Govender D
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Abstract

Keeping students engaged and motivated is a challenge. Digital game-based learning is considered an approach that can help towards achieving this goal. The study aimed to understand the influence digital game-based learning (DGBL) has on students learning to code in Information Technology. This study used an intervention of digital game-based learning to teach grade eight learners programming in three schools prior to COVID-19. Questionnaires and focus group interviews were used to gather students’ backgrounds and learning experiences. 89 students and three educators participated in the study. The overall attitude towards DGBL is positive with a high mean score of 4.77. Learning real-world skills, in developing simple games, as was done in this in this study, can equip one with the tools essential for success in a workplace. Keywords: digital game-based learning (DGBL), programming, computational thinking learning motivation

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Johnson, C., Govender, I., & Govender, D. W. (2022). Digital Game-Based Learning for Information Technology: An Exploratory Analysis. E-Journal of Humanities, Arts and Social Sciences, 730–744. https://doi.org/10.38159/ehass.20223137

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