The Fundamentals of Game-Based Learning

The Fundamentals of Game-Based Learning

DOI: 10.4018/978-1-5225-2399-4.ch016
(Individual Chapters)
No Current Special Offers


This chapter explains the overview of Game-Based Learning (GBL) and the significance of GBL in global education. The aim of GBL is to teach something while the students are playing. As the cost-effective and highly engaging learning method, GBL has the potential to motivate students and offer custom learning experiences while promoting long-term memory and providing practical experiences. GBL facilitates student engagement, motivation, and immediate feedback, toward bringing educational success into the modern learning environments. Regarding GBL, goal-directed practice coupled with targeted feedback enhances the quality of students' learning. GBL provides the learning opportunities that engage students in the interactive instruction and helps prepare them to participate in the technological society of the 21st century.
Chapter Preview

Theory And Applications Of Game-Based Learning

This section provides the overview of GBL and the significance of GBL in global education.

Key Terms in this Chapter

Game-Based Learning (GBL): The use of video games to support teaching and learning.

Gamification: The practice of making activities more like games in order to make them more interesting or enjoyable.

Skill: Proficiency, facility, or dexterity that is acquired or developed through training or experience.

Knowledge: Familiarity, awareness, or understanding gained through experience or study.

Learning: Knowledge acquired by systematic study in any field of educational application.

Training: The process or experience of being trained.

Education: The knowledge or skill obtained or developed by a learning process.

Technology: The utilization of scientific knowledge to solve the practical problems, especially in industry and commerce.

Complete Chapter List

Search this Book: