Game-Based Learning in Higher Education: An Effective Pedagogical Tool for Enhanced Competency Building

Game-Based Learning in Higher Education: An Effective Pedagogical Tool for Enhanced Competency Building

Sunitha Abhay Jain, Nilofer Hussaini, Sunil John, Daisy Alexander, Bidisha Sarkar
DOI: 10.4018/978-1-7998-7271-9.ch008
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Abstract

The technological developments and innovations have thrown open many challenges in the field of higher education. We are growing up in a society of digital natives who are exposed to the digital environment from their birth. Of late, the focus has shifted from traditional teaching methods to finding innovative ways and means to engage the students. Competence building instead of rote learning is the need of the hour. In order to prepare the students to face the challenges of the real world and make them future ready, it is important for higher educational institutions to focus on imparting to learners 21st century skill sets such as creativity, problem solving, and critical thinking, amongst others. Game-based learning is gaining momentum and is becoming a popular pedagogical tool as it is learner-centric and fosters creativity.
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Game-Based Learning - A Pedagogical Tool

Technological innovations, development and digital revolution have impacted the lives of people around the world. It has changed the way various sectors function and carry on their activities in the digital era be it business, banking, tourism, trading and education. Many of these activities have moved to the online platforms. Educational sector is no exception to this paradigm shift. The changing technological landscape has opened up new avenues and has also posed various challenges. Higher educational institutions need to gear up to meet these challenges. The teaching and learning process in higher educational institutions is undergoing an unprecedented transformation. Today the way knowledge is imparted is no more limited to the class room lectures. Online teaching has become the new normal especially owing to the Covid-19 pandemic. Advances in digital technologies, penetration of internet and affordable smartphones have facilitated digital learning. Various new trends can be witnessed in the world of education in the form of adoption of game-based learning, gamification, video-based learning, adaptive learning, micro-learning and so on. Many higher educational institutions are also adopting virtual and augmented reality in order to make the teaching learning process interactive, participatory and immersive. Innovative pedagogical tools are being explored and adopted by higher educational institutions of several developed and developing countries to engage the learners for a fruitful learning experience. One such pedagogical tool that is gaining popularity especially in the higher educational sector is Game-based Learning [GBL].

In the light of the above, the authors have given an overview of the concept of game-based learning as an instructional tool in higher education along with case studies. Competence building & skill development through game-based learning both from the teacher’s and the learner’s perspective is highlighted in the chapter. Further, the authors have also discussed the advantages, disadvantages and challenges involved in implementing game-based learning and the solutions to overcome the same. The authors have proposed a 360 degree approach to facilitate the effective implementation of game-based learning in curriculum and assessment.

Objectives of the Chapter

  • 1.

    To provide an insight to the concept of game-based learning as an instructional tool in higher education.

  • 2.

    To provide a theoretical framework of game-based learning.

  • 3.

    To distinguish game-based learning from gamification.

  • 4.

    To differentiate game-based learning from traditional learning.

  • 5.

    To understand the competence building process through game-based learning.

  • 6.

    To understand the implementation process of game-based learning and to offer solutions.

  • 7.

    To highlight the benefits, drawbacks and challenges of game-based learning.

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Concept Of Game-Based Learning

Game-based learning has grabbed the attention of various educational institutions and researchers world-wide. The game-based learning market is projected to grow at an annual compound growth rate of 20.07% and is expected to reach a market size of US$17.09 billion in 2026 (Research and Market, 2021). Many factors have contributed to the growth of game-based learning market such as the increase in the number of smart phone users, improvement in internet connectivity, the growing popularity of online games and e-learning amongst others. A large number of companies are investing huge amount in research and development for the purpose of designing new and innovative game-based learning solutions. Further, researchers and academicians are also focusing on designing and integrating games to supplement their teaching.

Key Terms in this Chapter

Competence: A generic or specific skill, attribute or knowledge acquired in the learning process.

Higher Education: Post secondary or degree level education provided by universities or similar level of institutions.

Gamification: Game mechanics applied to a non-game environment for increased participation and engagement.

Pedagogical Tools: A set of instruments or techniques used by teachers to execute their theoretical and practical content.

Skills: The learned ability to use knowledge in good execution or performance of a task within the given time.

Games: An activity which is structured and has a set of rules. It can be digital and non-digital. Usually used for entertainment but of late it is being used for educational purposes.

Learning Outcome: A statement that describes clearly what a student is expected to acquire at the completion of a course or a program.

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