DocumentCode :
3668594
Title :
Survey Analysis: The Effectiveness of Game-Based Learning (GBL) in Tertiary Education Environment
Author :
Wong Seng Yue;Tee Wee Jing
Author_Institution :
Sch. of Comput. &
fYear :
2015
Firstpage :
1
Lastpage :
4
Abstract :
Game-based learning (GBL) involves the usage of games to overcome a specific task, to help study subjects, and to visualize certain concepts that are believed to hold the potential to render learning of academic subjects to be more learner-centred, easier, more enjoyable, more interesting, and, thus, more effective. At present the value of GBL in education is undeniable and the potential benefits of using video games as ideal companions to classroom instruction is unquestionable. However, we must admit that there is still little consensus on the game features supporting learning effectiveness, the process by which games engage learners, and the types of learning outcomes that can be achieved through game play. The main purpose of this research is to investigate the effectiveness of GBL in a tertiary education environment. This is done by conducting a survey among the students in private education in Malaysia. Besides, this research also aims to find out the opinions of students and what they think of GBL being implemented in their daily education. This research will prove once and for all games are not only a tool for entertainment, but can also be used to teach.
Keywords :
"Games","Education","Computers","Entertainment industry","Information technology","Visualization","Problem-solving"
Publisher :
ieee
Conference_Titel :
IT Convergence and Security (ICITCS), 2015 5th International Conference on
Type :
conf
DOI :
10.1109/ICITCS.2015.7293022
Filename :
7293022
Link To Document :
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