Engaging Students in the Learning Process with Game-Based Learning: The Fundamental Concepts
Open accessAbstract
A new approach to learning in the form of educational games has been adopted in recent years, especially in English language teaching. The educational game learning approach used to teach English to non-native English-speakers who use English as a second or foreign language has recorded great success. This study provides an innovative framework for the adoption of the educational games learning approach at university. This is done to ensure lifelong learning and interdisciplinary learning opportunities for students. The study introduces social skills and knowledge training to address topics of gaming and learning. It describes the point at which learning is expected to occur and the role that game elements play in relation to student engagement and educational gaming content interaction. The study further describes the principles governing collaborative learning which are the key pillars for acquiring cognitive and social skills. The contribution of game-based learning is further linked with mindset improvement and growth. The study further examines three theories that are essential to the development of the game-based learning approach: narrative-centered learning theory, problem-solving theory, and engagement theory. Upon providing the theoretical underpinnings, teachers’ perceptions towards the game-based learning approach are further addressed in the paper. The advantages and disadvantages of game-based learning are also discussed.
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GBL promotes spelling skills by boosting learner motivation, active involvement, and suppression of learning anxiety.
“They affirmed the strength of GBL in promoting spelling skills by boosting learner motivation, active involvement, and suppression of learning anxiety.”
From The Impact of Digital Game-Based Learning to Enhance English Spelling for Primary Students (2025) · cites this paper as Adipat et al. (2021)
The Student Motivation and Engagement and Engagement Theory sections say game-based learning can increase motivation and active involvement. The paper does not establish that it improves spelling skills or suppresses learning anxiety, so those parts of the attributed claim are unsupported. (LLM, conf=0.87)
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Cites
Gamifying education: what is known, what is believed and what remains uncertain: a critical review
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“Nowadays, almost all students can afford a tablet or a laptop in class, thereby enabling the employment of widespread digital game-based learning (Dichev & Dicheva, 2017).”
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Adoui, A. (2024) · Simulacra · doi:10.21107/sml.v7i1.21911 · Cited by 9 · see citing works
The Impact of Digital Game-Based Learning to Enhance English Spelling for Primary Students
Intoon, S., Adipat, S., & Chotikapanich, R. (2025) · Shanlax International Journal of Education · doi:10.34293/education.v13i4.9225
Self-citation
- Authors
- Adipat, S., Laksana, K., Busayanon, K., Ausawasowan, A., & Adipat, B.
- Affiliations
- Ramkhamhaeng University (TH)
- Venue
- International Journal of Technology in Education
- Publisher
- ISTES Organization
- Published
- 2021-07-20
- Volume
- 4
- Issue
- 3
- Pages
- 542-552
- ISSN
- 2689-2758 (ISSN-L)
- OpenAlex
- W3186744308
- Cited by
- 221
- References
- 2
- Citations by year
- 2026: 47 · 2025: 85 · 2024: 64 · 2023: 21 · 2022: 3 · 2021: 1
- FWCI
- 32.61
- Type
- journal article
- Language
- en
- Open access
- diamond
- doi.org
- Licence
- Locations
- International Journal of Technology in Education (publishedVersion, cc-by-nc-sa)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Education › Innovative Teaching Methodologies in Social Sciences
- Keywords
- game-based learning, English as a foreign language, student engagement, cooperative learning, growth mindset, problem-solving theory, engagement theory, teacher perceptions, lifelong learning, interdisciplinary learning, social skills
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