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What is "Game-Based Learning"?
Game-Based Learning (GBL) is the theory of utilizing games as a source for intense focus on a subject, resulting in increased knowledge retention and overall student success. This includes gamification of projects and teaching methods to improve overall student participation and achievement. It can be used to add an extra spark to traditional in-class projects for a digital or non-digital gaming experience that increases student excitement and participation. Digital Game-based learning can take place through the use of interactive media, such as Xbox, PlayStation, and online math games, that provide a digital world for learning to occur.
What is "Digital Game-Based Learning"?
Digital Game-Based Learning (DGBL) Digital game-based learning is a research field within the context of technology-enhanced learning that has attracted significant research interest. It is similar to the GBL definition but is specific to digitally created games, rather than including gamification or other game types. DGBL utilizes the motivation that many students have to play addicting video games and focus them in on academic topics to enhance learning and knowledge retention. (Panoutsopoulos, pg 15, 2012).
What is "Gamification"?
Gamification is a much newer concept stemming from game-based learning. It is about using ‘elements’ derived from video-game design, which are then deployed in a variety of contexts, rather than about using actual video games. Gamification is the art of adding the principles of games such as earning badges, status, scoring points, leader-boards, game-thinking, and other characteristics of games that make the experience challenging but rewarding for every minor accomplishment (Perrotta, 2013). Watch the following videos to learn more:
Panoutsopoulos, H., & Sampson, D. G. (2012). A Study on Exploiting Commercial Digital Games into School Context. Journal Of Educational Technology & Society, 15(1), 15-27.
Perrotta, C., Featherstone, G., Aston, H. and Houghton, E. (2013). Game-based Learning:Latest Evidence and Future Directions (NFER Research Programme: Innovation in Education). Slough: NFER.