An Empirical Framework to Acknowledge Challenges Deposit of Digital Game Based Learning

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An Empirical Framework to Acknowledge Challenges Deposit of Digital Game Based Learning (DGBL) in Secondary School Education in Australia

‘Obstacle Confiscating Strategies for Gamification Learning’

 

My education issue

Challenges of digital game-based learning-DGBL in secondary school education in Australia.

Background/problem statement

Why is learning by experience often more efficient than learning by studying in the concept of DGBL and how to effectively redesign the innovative DGBL learning opportunities?

My investigation question

How do digital games contribute to learning, engagement, and motivation to learn? Also, what are the barriers to implement Digital Game in secondary school education?

Rationale/significance of my investigation

  • Contribution to the effectiveness of DGBL in Secondary School students
  • The framework of challenges and the barriers to establishing the righteous way of learning
  • Facilitating the students with more specified goal achievement mentality on studying which is offered by DGBL
  • Redirection of the impurities of DGBL method to an achiever and socializer mentality build-up within the High School students

Core concept(s) used to analyze my issue

Realistic simulation games psychological effects on students, Strategy type gaming apps and their regular involvement on studying practice, Development of more training tools, Progressive game attachment barrier, Specialized teachers involvement on increasing effectiveness of DGBL, Hand-held gaming console (HGC) game pros and cons.

The main argument and an outline of the key findings

 

DGBL contributes both the two types (intrinsic, extrinsic) motivation of learning that engages the students more towards goal achieving and completion manner that triggers learning effectiveness.

Findings include:

  • Barriers of DGBL are reduced trough right techniques involvement on study
  • Psychological positive effects being much more than the negative ones
  • Recreation of realistic goals that facilitates students cognitive attribute
  • The right approach by the teacher’s involvement DGBL method facilitates in a great extent
  • Motivational study effectiveness of DGBL method
  • More involvement on the tasks of the assigned lessons on practice of DGBL

Implications of my investigation for research and/or policy and/or practice

The right approach by both the students and teachers: There is a contradicting factor of students much psychological exposure and the correct training of Digital game-based learning and mental health

Teachers monetary policy on DGBL: Addiction of gamification effects on the mental well-being of the School students and so the right sets of policies undergoing is a must to get rid of the DGBL method challenges

Conclusions of my investigation

Challenges of DGBL can be redirected to a more exclusive pathway of much more effective learning behavioral approach to studying assigned lessons and development of the fair policies are going to affect much more on the increase of more motivational study by DGBL method.

Abstract:

The paper includes challenges and barriers redirection to the positive effects of Digital Game-based learning. DGBL encourages more motivated learning of a lesson by establishing its frameworks upon the game, and the procedure is effectively pursued while the ideas are absorbed by the user more in a natural way that DGBL offers than of the regular teaching practices. There is another well-developed concept of right way selection DGBL gamification of the secondary school students in Australia. Gamification is a concept that includes the game’s structural involvement on the activities of a person whereas the right techniques involvement on DGBL method increases gamification’s increased positive effect of learning by an individual. The motivation behind this research was to look at the challenges in learning by an advanced type of digital game-based learning (DGBL). Planning successful learning openings for reasons that- it is much more useful to learn by experience frequently that subsequently goes in order to support and encouraging learning forms. It generally concurs that the usual procedure of tutoring can profit by the use of computers as durable devices among the most outstanding issues are the absence of acknowledgment of diversions as an instructive device, issues with a combination of recreations into formal tutoring conditions. Besides, away investigation checks that DGBL acknowledgment will be legitimately affected by a student’s psychological health and approaches to implicate DGBL on studying. Games innovation as hand-held game consoles (HGCs) aptitude improvement can connect within learning, and this way produces positive scholastic outcomes if a specialized invigilator is monitoring it. The well-developed structure undertaking is bound to facilitate the users of DGBL on study materials all around the world, including Australia.

 

Introduction:

According to a history of teaching and learning, it has both the emotional and intellectual effects on students mind (Zin, Yue, Jafaar, 2009). So, the fulfillment needs to be affecting young’s desire to concentrate fully on the study, and so DGBL plays a significant role in this matter. Digital game-based learning is an innovative technology to facilitates more effectiveness of studying by a student. Researchers are going along the path of finding the right technology along the betterment of students on motivated study using digital equipment and hundreds of essays, articles and books are now have been written for the Digital game-based study-DGBL method’s effectiveness, its challenges, and solutions for the correct way to introduce it in young students studying lessons (Van Eck, 2006). Computerized recreations, which are specifically digital games, are a creative innovation that can cultivate learning process viable and strangely particularly among high school students (Byun, Joung,2018). Digital Game-Based Learning (DGBL) approach uses the game as a mechanism for passing on learning substance. Of different methodologies utilizing DGBL in training throughout the most recent decade, e-learning and edutainment have turned into the essential matter along with other matters. Challenges include the right approach to DGBL method and are much less stressful than of introduction to other methods of motivational learning. As of researches along the matter, a group of researcher (All, Castellar, & Van Looy, 2014) represented a framework of assessing the effectiveness of DGBL study method and found on their research study that- using the right elements of a getting a much more motivated student on studying lessons involve the challenges to be faced by digital game-based learning process which is a much more effective way of learning that has an increased amount of usage today in the developed countries. The scenario-based teaching, which DGBL acknowledges on its method, can be truly beneficial for a young student (Kennedy-Clark,2011). As of developing countries like Australia, teachers and students involvement of getting the most out of the learning method- DGBL, acknowledging the gamification process and the barriers improve the way of learning by a student in several ways. All around the world, the developed countries like Australia has the exclusive tools to increase the process of learning using digital games as younger become engaged to apps and games much more earlier than others. The cognitive attributable disciplinary, which is the primary concern for DGBL method of yet practical but realistic way of learning knowledge-based study, DGBL fulfills it (Chang, Warden, Liang, Lin, 2018). Moreover, so using it as a teaching tool lifelong as teaching equipment in every sphere of learning is a useful tool as researches along the DGBL study barriers and its effectiveness on the permanent basis is analyzed by the group of researchers (PivecDziabenko, Schinnerl, 2004). It increases the chance of the younger much more involvement and goal-oriented study approach to assigned lessons at a young age, which DGBL targets for the secondary school students.

Traditional Learning versus Digital Game-based learning:

Traditional learning incorporates the system where the lectures are provided only by the teachers and the techniques of monetary policies of that taught lessons are not using the digital equipment, or it can be told like only the teacher-student it involves in the giving and taking lessons. This traditional learning involves manual memorizing of topics by the students without that much of motivation and future construction of the topic based knowledge.

On the contrary, digital game-based learning is a way where realistic based games are developed by which the students get inverted in the world involved in getting fulfill their lesson through the games on each level progression. The student getting the knowledge by digital game-based learning are much motivated in achieving the goal. They face challenges in every level of that game, which implies to be the best study method. It becomes more efficient to memorize the lessons by learning it by an experience in the virtual world, and it is efficient in the way a student involves more in this type of study techniques than the traditional techniques of studying method.

The learning opportunities that the digital game-based learning method are many in comparison with the traditional learning method as because of the more developed in the sector of game-based learning methods is an increase as the day is progressing. Besides this, hand-held gaming consoles can be much beneficial as a DGBL instrument, too (O’Rourke, Main, Ellis, 2013). As the modern world is based on innovative technology and as the digital game-based learning method has the effectiveness of studying techniques for the young are so more, and more policies and systems are now creating ways to develop this way of learning, and it is the advantage of digital game-based learning. So, eradicating the challenges and re-designing the digital game-based learning method will act like a provisionally revolutionary technique which will far progress more to make it more convenient for the students to use this method of learning.

 

Challenges of DGBL Establishment:

Traditional learning incorporates the system where the lectures are provided only by the teachers and the techniques of monetary policies of that taught lessons are not using the digital equipment, or it can be told like only the teacher-student it involves in the giving and taking lessons. This traditional learning involves manual memorizing of topics by the students without that much of motivation and future construction of the topic based knowledge.

On the contrary, digital game-based learning is a way where realistic based games are developed by which the students get inverted in the world involved in getting fulfill their lesson through the games on each level progression. The student getting the knowledge by digital game-based learning are much motivated in achieving the goal. They face challenges in every level of that game, which implies to be the best study method. It becomes more efficient to memorize the lessons by learning it by an experience in the virtual world, and it is efficient in the way a student involves more in this type of study techniques than the traditional techniques of studying method.

The learning opportunities that the digital game-based learning method are many in comparison with the traditional learning method as because of the more developed in the sector of game-based learning methods is an increase as the day is progressing. Besides this, hand-held gaming consoles can be much beneficial as a DGBL instrument, too (O’Rourke, Main, Ellis, 2013). As the modern world is based on innovative technology and as the digital game-based learning method has the effectiveness of studying techniques for the young are so more, and more policies and systems are now creating ways to develop this way of learning, and it is the advantage of digital game-based learning. So, eradicating the challenges and re-designing the digital game-based learning method will act like a provisionally revolutionary technique which will far progress more to make it more convenient for the students to use this method of learning.

 

Investigation of Digital Game-Based Learning methods and their outcomes:

Game-based learning encourages learning by establishing its frameworks upon the game, which are the procedure that is all the more effectively pursued while the ideas are absorbed. The game makes a virtual domain that reproduces sensible circumstances as recreations. Along these lines, young has the opportunity to figure out how to work in a sheltered setting, however with standards, intuitiveness, and criticism. The understudy acknowledges all the more effectively in a specific set of ways which include following certain principles and certain frameworks due to understudies having progress and prevail in the game. In the event that they do not play by those guidelines, nonetheless, they will not beat the dimensions, and it is a challenge that should be tackled wisely by the teachers by assigning the students right set of digital games for studying practices. It is a productive preparing instrument since it joins gaming components such as challenges, dream, inspiration, simple accomplishment measurements, and levels, positioning, score, just as fulfillment by the accomplishment of objectives and these are the motivating instruments that have effects on the human mind to get much more attached to the study materials that the digital games are offering to them. The advancement through dimensions, regular for game-based learning techniques and methodologies, take into consideration an expansion in the trouble of accomplishing specific objectives, so that: Digital Game-based learning methods adjust to the particularities of every person that includes students advancement as they absorb ideas and disguise propensities, going up an increased margin. This is an effective way to become much more of a matter or instrument that DGBL targets for the students. When encountering the game, students who are having their knowledge gathering through the games- respond as they get associated with the procedure. Now, learning is just about a new matter which adjoins to that of DGBL method, an uncommon visitor to the gamified framework. It allows the young student to become much more dedicated to learning the set of course on that game- which is the actual studying topic assigned by the teacher. Now, digital Game-based learning methodologies are the best certification to keep up the inspiration of members as the young continue accepting constant and customized criticism, which gives them data about their very own advancement. The study up in here recognizes two sorts of inspiration or motivation that are intrinsic and extrinsic. The first happens after a specific movement is played out; the second, outward, is the conduct explicitly intended to get a reward. The best digital game-based learning is the one that has two kinds of inspiration. Individuals which young here are particularly persuaded when they believe they can control the earth and build up associations with different players. Game-based learning strategies fuse aggressive viewpoints like rankings, prizes, score, etc., which fill in as helpers while they guarantee that understudies will interiorize and grasp the information. The story string favors the association of understudies. On account of the story told by many digital game-based learning courses, particularly genuine amusements, understudies get involved in the story and, through that story, the school students take exercises and learn. And, thus, in sum, investigation on the matter of DGBL’s effect on young which is undoubtedly going to feed the secondary school students which is for this investigation that is conducted for Australia to meet the demand of fulfillment of more to their regular studies by the usage of DGBL method in studying process and besides this it is applicable for all around the world’s studying techniques research.

 

Evidence of DGBL’s contribution to the study:

The game-based learning technique characterizes the objectives that understudies must accomplish. Along these lines, the significance of the substance is continuously present over the tasteful bundling which portrays the game. Sampling, implementation of interventions include the DGBL methods constructive development in the future by undergoing more research and imposing it to the secondary school students more and more towards this method of learning. Measures about digital game-based technological impose on the young has been evidence to declare it a better way of learning than of the other set of methods used for studying. Design of test and exams should be included within the games so that students get much more convenient of the best achiever goal mindset in the studying materials. The socializing concepts on which DGBL has the highest value than of the other studying methods include the matter where the young communicates more on the gaming field and attach to the social environment for more attachment to the game and thus to the study material. The DGBL is intended to make young much more good at communication in the earlier life in which age they are kind of shy to express themselves. DGBL targets this area so that the games can make them excellent communicator who is of evidence of the most magnificent fruitful nature of DGBL in the studying method practicing. Evidence of effectiveness of DGBL also includes the matter of the young getting to know much of the digital multimedia in their earlier age. Internet and computerized technique involvement on studying materials are going to make them much easier to get along the modern technological era- getting them much find of the digital technologies. Presentation of materials will be of much easier for them if they go and pursue more and more DGBL study technique as their number one recommendation where studying thing is concerned. Starting it in the earlier age has clear evidence to be of much more advantages. Besides the matter, using hand-held consoles ware going to make the young more closure to use of latest technologies more and more. There is a contradicting factor about the handheld gaming consoles though, as sometimes they can become not cautiously more dependent on using equipment than of their body and mind for coming to any solution to any matters in their life’s ahead. This cons can be getting rid of by involving teachers approaching the only better and various set of digital games that are going to feed them in a fruitful nature. The key findings of the study come to a closure that the Barriers of DGBL are in reduction through right techniques involvement on study for the young. It has many psychological positive effects than the negative ones, and this encourages us to go on with the method. The recreation of realistic goals that facilitates students cognitive attribute has much more to say as the method has clear evidence to be much more effective in the studying method. The teachers involved in monitoring the DGBL method has also evidence to improved learning as taking the right approach by the teacher’s involvement DGBL method facilitates to a great extent. As of said in the earlier paragraphs about the effectiveness of motivational study of DGBL method has an increased value of involvement of the young to the lessons being taught using the method. Another matter, more involvement on the tasks of the assigned lessons on practice of DGBL facilitates the positive outcomes of the learning method in significant ways, and these are the clear evidence of the DGBL technique to becoming much more efficient in practice. So, overall, the evidence of getting rid of the barriers of using DGBL as the primary teaching method nowadays are seen to not that much difficult if the right approaches are being taken fully on making DGBL the number one instrument for making the young study more attentively for their regular taught lessons.

 

Analysis of the research:

The analysis of research re-assessed the effectiveness of using digital game-based learning method in secondary school students in Australia. The secondary school students have been chosen as the targeted student area because of the much more motivated study that will be ensured in the future by them if the right technique has been chosen to follow by the teaching authorities. Australia is a developed country where the innovative structural pathway to feed the study field is undergoing research more and more. SO, it is the place where the best method of learning can be imposed easily. The teachers are to follow the right strategies of the gaming based teaching and learning method to have the most out of the DGBL method. A particular structure can be made viable so that everyone can rely on the DGBL method more and more.

Furthermore, the additional papers on ongoing research about the innovative method are also going to feed the young more and more in all ways possible. There are specific challenges, such as the addictive nature of digital games can be of adverse effects. However, the introduction to the right digital games and governing authorities development on this issue can eradicate this problem quickly and make study much more interesting an fruitful than ever. Reliability and validity of specific methods on imposing DGBL to classrooms need much more studies and development of more better digital games for the young. A specific set of frameworks will have the issue solved about the matter of making digital game-based learning much fruitful in every way possible. Realistic simulation games psychological effects on students, strategy type gaming applications, and their regular involvement in studying practice are the primary analysis of the investigation of the paper. Other analyses are the development of more training tools, progressive game attachment barrier, specialized teachers involvement on increasing effectiveness of DGBL all around the developed nations such as Australia in secondary school going, students.

 

Significance of the investigation:

The significance of the research is many. It includes a contribution to the effectiveness of DGBL in Secondary School students. The useful framework of challenges and the barriers to establishing a reliable way of learning will aggregate the learning process by a digital game-based learning method by far and a higher margin. The importance of DGBL is off to the most significant margin as it includes study behavior to be much more efficient and exciting to the young as they are being introduced to the digital games at an early age. Besides that, if much more studies along the matter in developing the right strategy to use DGBL as the number one teaching method undergoes, then it will surely have a much fruitful nature of being the top most effective method for younger’s study technique. The investigation that is conducted is for that issue of making DGBL much more convenient within the practiced teaching methods. The learning method in which the DGBL actually follows on is to make the young’s fall in love to study and becoming more close to study materials by using the addictive digital games addiction positively. Motivational learning is also going to favor secondary school students by a greater extent. The DGBL methods effectiveness will be more increased if particular challenges are eradicated by using the right strategies by the teachers conducting digital game-based materials on their teaching methods. DGBL has paramount importance to feed the need for a structural way of learning as of the all discussed matter within this investigation. Facilitating the students with more specified goal achievement mentality on studying which is offered by DGBL. So, the GBL’s effectiveness in studying is more significant than of other practiced methods in this modern technological era. Redirection of the impurities of DGBL method to an achiever and socialize mentality build-up within the High School students are another sign that increases the mental well-being of a young secured by investigated gamification by DGBL. As the researchers and teachers are aiming towards more improvement on this technological innovative study method, DGBL will surely go amongst the best-practice techniques in the near future.

 

Discussion:

We have come to the matter of concluding the matters discussed on behalf of a particular burning issue whether or not to use the digital game-based method as an instrument to study by the young or not. The challenges are many, but the correct strategies are undertaking is going to be the main factor for implementing the digital game-based method to the most effective way of learning. Acknowledging the barriers are going to feed the matter as if it is going to be a great way of conducting learning as it is incorporating the young to be attached to this specific method. Many factors have been discussed, along with the investigation. We have concluded researches within the concept so that the matter can easily be justified. So, after all the discussion about the challenges that are faced by the digital game-based learning methods and the strategies to eradicate the problems relating to this- it is sure that like all other innovative methods of studying, the Challenges of DGBL can be redirected to a more exclusive pathway of much more impressive behavioral learning approach to studying assigned lessons and development of the righteous policies are going to affect much more on the increase of more motivational study by DGBL method. For the sack of learning to become much more motivating for the young, the careful involvement of Digital game-based method on study for the secondary schools in Australia can be of much effectiveness and thus making it more convenient way to study more and more- building the near future much better for civilization.

 

 

References:

  • All, A., Castellar, E. P. N., & Van Looy, J. (2016). Assessing the effectiveness of digital game-based education: Best applications. Computers & Education, 92, 90-103.
  • Byun, J., & Joung, E., (2018). Digital game‐based learning for K–12 mathematics education: A meta‐analysis. School Science and Mathematics, 118(3-4), 113-126.
  • Chang, C. C., Warden, C. A., Liang, C., & Lin, G. Y. (2018). The Effects of digital game-based education on performance, flow, and overall cognitive load. Australasian Journal of Educational Technology, 34(4).
  • Kennedy-Clark, S., (2011). Pre-service teachers’ perspectives on using scenario-based virtual worlds in science education. Computers & Education, 57(4), 2224-2235.
  • O’Rourke, J., Main, S., & Ellis, M. (2013). So the kids remain busy, what to do now? Teacher’s observations of the use of hand-held game consoles in West Australian primary classrooms. Australasian Journal of Educational Technology, 29(5).
  • Pivec, M., Dziabenko, O., & Schinnerl, I. (2004). The game-based education system in universities and lifelong learning: “UniGame: social skills and knowledge training” game concept. Journal of Universal Computer Science, 10(1), 14-26.
  • Van Eck, R. (2006). Digital game-based learning: It is not just the digital natives who are restless. EDUCAUSE review, 41(2), 16.
  • Zin, N. A. M., Yue, W. S., & Jaafar, A. (2009). Digital game-based learning (DGBL) model and development methodology for teaching history. WSEAS transactions on computers, 8(2), 322-333.
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