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Bradshaw q-digital game based learning
1. Digital Game Based Learning
Dr. Quiana Bradshaw, DCS
Grantham University
November 09, 2014
2. Table of Contents
• Digital Game Play in Virtual World
Environments
• History of digital game-based learning
• Elements of digital game-based learning
• Benefits of digital game-based learning
• Disadvantages of digital game-based learning
• Gaming in the Classroom
• What are Digital Native Immigrants?
• How Can Games be designed for effective
learning?
• Summary
4. History of Digital Game-Based Learning
• The digital games emergence was during the last decades of the 20th century according
to Marc Prensky. The current youth generation has many avenues of access to
technology. This includes computers digital music play Therefore, because of this
access to technology, Prensky argues that today’s students “think and process
information fundamentally differently than their predecessors.”2
• Teachers, or what Prensky calls “digital immigrants” now have to adapt to the language
and learning styles of “digital natives,” a term he uses to describe students who have
always been surrounded by technology, video games and cell phone technology.
5.
6. Elements of Digital Game-Based Learning
• Student age, gender
characteristics
• Competitive ness and gaming
experience
• Game target age level
• Gender and racial diversity
• Role of educator
• Level of events in game play
• Game play mechanics
• Game aesthetics
8. Disadvantages of Digital Game-Based
Learning
• A potential distraction
• Not properly implemented in the curriculum
• Games are not always align with learning outcomes & assessments
• Educators don’t use age appropriate game targets
• Using outdated digital updated games
9.
10. What are Digital Native Immigrants?
• Digital Native immigrants is the generational switchover where
people are characterized by the technological culture in which
they’re familiar with.
11. How can games be designed for effective
learning?
• Apply Jesse Schell’s Elemental Tetrad Learning Game Design
Characteristics
• Align educational games with educational outcomes and goals
• Use the appropriate game-age target for learners
• Teach educators how to appropriately monitor game play learning
initiatives.
12. Summary
• Digital game based learning can be used as an instructional
method to increase educational research initiatives and
stimulate digital native learning outcomes.
13. References
• Coffey, H. (n.d.). Digital Game-Based Learning. Retrieved November 09, 2014 from
http://www.learnnc.org/lp/pages/4970#note3
• Prensky, M. (2001). “Digital Natives, digital immigrants.” On the Horizon. 9 (5), p. 1.
• Griffiths, M. (2002). “The educational benefits of videogames.” Education and Health. 20
(3), pp. 47-51
• Oliver, J. (2012). What Does it Mean to Be a Digital Native? Retrieved November 09,
2014 from http://edition.cnn.com/2012/12/04/business/digital-native-prensky/