Digital Game-based Learning and Serious Games in Education
Open accessAbstract
Nowadays, students are significantly influenced by the digital era and are constantly handling digital information. As a result, they form their personalities in the light of flexible communities, pursue to be directly connected, require prompt responses and social interaction and prefer learning based on experiences. Undoubtedly, modern students are not fully keen on and attracted by conventional education methods and thus they are seeking for more interesting, fun, motivating and engaging learning experiences. The increasing popularity of digital games has led to their being broadly utilized and applied. In education, digital games are mostly applied in the form of serious games which focus more on primary purposes. Serious games offer motivating and engaging experiences, interactive learning environments and collaborative learning activities. Hence, they are considered as a proper educational tool which enhances learning procedures and satisfies and fulfills students’ needs and requirements. The pedagogical approach of utilizing digital educational games is called digital game-based learning and can be described as the “coming together” of interactive entertainment and serious learning through digital games. Game-based learning is the act of designing interactive learning activities that can gradually convey concepts and guide students towards an end goal. Furthermore, it promotes a student-centered learning environment in which students’ wellbeing and soft skills are cultivated in a dynamic, enjoyable and playful way. This study briefly describes students’ new needs and requirements for more interactive and engaging learning experiences and analyzes the concept and the impact of serious games in education. Additionally, it points out the characteristics and features of serious games and the significance of motivation in students’ learning procedure. It analyzes the digital game-based learning approach and presents some of its benefits. Finally, it summarizes the main properties and potentials of digital game-based learning and serious games in education.
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Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2023) · Education Sciences · doi:10.3390/educsci13060618 · Cited by 94 · see citing works
Exploring the potential of digital game-based vocabulary learning: a systematic review
Vnucko, G., & Klimova, B. (2023) · Systems · doi:10.3390/systems11020057 · Cited by 59 · see citing works
Saleh Alabdulaziz, M. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-11729-1 · Cited by 21 · see citing works
RetractedEffect Of Digital Game Based Learning on Students’ Academic Achievement at Primary Level
Qadir, F. A., Shujat, H., & Abbasi, A. W. (2024) · Voyage Journal of Educational Studies · doi:10.58622/vjes.v4i3.173
“(Anastasiadis et al., 2018) By looking at many scholarly articles, research papers, and pertinent sources, the literature review seeks to provide a thorough overview of the current level of knowledge in this field.”
Background
- Authors
- Anastasiadis, T., Lampropoulos, G., & Siakas, K.
- Venue
- International Journal of Advances in Scientific Research and Engineering
- Publisher
- Sretechjournal Publication
- Published
- 2018
- Volume
- 4
- Issue
- 12
- Pages
- 139-144
- ISSN
- 2454-8006 (ISSN-L)
- OpenAlex
- W2905499353
- Cited by
- 297
- References
- 0
- Citations by year
- 2026: 23 · 2025: 37 · 2024: 53 · 2023: 82 · 2022: 55 · 2021: 36 · 2020: 5 · 2019: 6
- FWCI
- 23.10
- Type
- journal article
- Language
- en
- Open access
- diamond
- doi.org
- Licence
- cc-by-nc
- Locations
- International Journal of Advances in Scientific Research and Engineering (publishedVersion, cc-by-nc)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Physical Sciences › Computer Science › Information Systems › Multimedia Learning Systems
- Keywords
- serious games, digital game-based learning, game-based learning, student motivation, student-centered learning, interactive learning environment, cooperative learning, soft skills, student needs
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