izpis_h1_title_alt

Development of a comprehensive process for introducing game-based learning in higher education for lecturers
ID Fernández Raga, María (Author), ID Aleksić, Darija (Author), ID Kapucugil Ikiz, Aysun (Author), ID Markiewicz, Magdalena (Author), ID Streit, Herbert (Author)

.pdfPDF - Presentation file, Download (704,03 KB)
MD5: 08DB7EE18F8B5005A88904EF9483C14F
URLURL - Source URL, Visit https://www.mdpi.com/2071-1050/15/4/3706 This link opens in a new window

Abstract
Emerging trends such as digitalization, globalization, and the COVID-19 pandemic are forcing higher education institutions to undergo constant organizational and technological changes and to introduce innovative pedagogical approaches suitable for teaching a new generation of students—the so-called digital natives. The goal of this paper is to engage in the ongoing debate in higher education about new teaching methods, i.e., game-based learning methods, which meet the needs of digital natives. They have grown up in a fast-paced, technology-driven society, which has affected how they absorb information, their ability to concentrate for extended periods, and their motivation and engagement in the learning process. Existing research suggests that implementing the game-based learning method can be very difficult and costly, as it often requires adapting the freely available game to the requirements of the particular course and additional investment in purchasing appropriate equipment. In this paper, we develop a comprehensive procedure for introducing a cost-effective game-based learning method in higher education, which includes thirteen steps to help lecturers introduce game-based activities straightforwardly into their teaching processes. In addition, we also present security, cultural, and quality assurance issues that need to be considered when implementing game-based learning in higher education.

Language:English
Keywords:learning, distance learning, teaching methods, game-based learning, gamification, game design, higher education, hybrid teaching, online teaching
Work type:Article
Typology:1.01 - Original Scientific Article
Organization:EF - School of Economics and Business
Publication status:Published
Publication version:Version of Record
Year:2023
Number of pages:18 str.
Numbering:Vol. 15, iss. 4 (article no. 3706)
PID:20.500.12556/RUL-148004 This link opens in a new window
UDC:37.015.31
ISSN on article:2071-1050
DOI:10.3390/su15043706 This link opens in a new window
COBISS.SI-ID:142061571 This link opens in a new window
Publication date in RUL:18.07.2023
Views:772
Downloads:36
Metadata:XML RDF-CHPDL DC-XML DC-RDF
:
Copy citation
Share:Bookmark and Share

Record is a part of a journal

Title:Sustainability
Shortened title:Sustainability
Publisher:MDPI
ISSN:2071-1050
COBISS.SI-ID:5324897 This link opens in a new window

Licences

License:CC BY 4.0, Creative Commons Attribution 4.0 International
Link:http://creativecommons.org/licenses/by/4.0/
Description:This is the standard Creative Commons license that gives others maximum freedom to do what they want with the work as long as they credit the author.

Secondary language

Language:Slovenian
Keywords:izobraževanje, študij na daljavo, učne metode

Projects

Funder:EC - European Commission
Funding programme:Erasmus+ Strategic Partnership KA226 Partnership for Digital Education Readiness
Project number:2020-1-SI01-KA226-HE-093593
Name:Development of Innovative, Gamified and Interactive Method for Advanced e-Teaching and E-learning of Skills
Acronym:DigiMates

Similar documents

Similar works from RUL:
Similar works from other Slovenian collections:

Back