Search the World's Largest Database of Information Science & Technology Terms & Definitions
InfInfoScipedia LogoScipedia
A Free Service of IGI Global Publishing House
Below please find a list of definitions for the term that
you selected from multiple scholarly research resources.

What is Digital Game-Based Learning

Handbook of Research on Effective Electronic Gaming in Education
Instruction and learning derived from methodologies and design features of computer and console video games.
Published in Chapter:
Mobility, Games, and Education
Michael A. Evans (Virginia Tech, USA)
Copyright: © 2009 |Pages: 15
DOI: 10.4018/978-1-59904-808-6.ch006
Abstract
This chapter proposes that the convergence of mobile devices and digital game-based learning may have profound implications for educational transformation. Key issues to be addressed in the chapter are: (1) the pervasiveness of mobile and shared technologies, (2) contemporary accounts of learning theory in terms of mobility, (3) unique qualities of mobile learning and technologies, (4) successful applications for mobile learning, and (5) implications for future research and practice. Commuters play Sudoku on smart phones on the subway. High school freshman swap downloaded music across digital media devices in the parking lot. Elementary students debate strategies and “cheats” for handheld consoles on the bus ride home. For educational researchers, practitioners, and administrators, it is critical to examine these identified trends in mobile technology and digital game adoption and use to develop creative strategies and applications, and effective policies that lead to innovative instructional and learning environments.
Full Text Chapter Download: US $37.50 Add to Cart
More Results
Full Text Chapter Download: US $37.50 Add to Cart
Chemistry Learning Through Designing Digital Games
An instructional approach that integrates digital games in learning.
Full Text Chapter Download: US $37.50 Add to Cart
The Use of Mobile Learning Technologies in Primary Education
Digital games-based learning (DGBL) involves the use of educational video games that can be accessed through computer-based applications. DGBL are usually aimed to improve the students’ learning outcomes by balancing educational content and gameplay.
Full Text Chapter Download: US $37.50 Add to Cart
Pre-Service Computer Teachers as 3D Educational Game Designers
This is precisely about fun and engagement, and the coming together of and serious learning and interactive entertainment into a newly emerging and highly exciting medium (Prensky, 2001).
Full Text Chapter Download: US $37.50 Add to Cart
eContent Pro Discount Banner
InfoSci OnDemandECP Editorial ServicesAGOSR