Development of a Comprehensive Process for Introducing Game-Based Learning in Higher Education for Lecturers

Emerging trends such as digitalization, globalization, and the COVID-19 pandemic are forcing higher education institutions to undergo constant organizational and technological changes and to introduce innovative pedagogical approaches suitable for teaching a new generation of students—the so-called...

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Veröffentlicht in:Sustainability 2023-02, Vol.15 (4), p.3706
Hauptverfasser: Fernández-Raga, María, Aleksić, Darija, İkiz, Aysun Kapucugil, Markiewicz, Magdalena, Streit, Herbert
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container_issue 4
container_start_page 3706
container_title Sustainability
container_volume 15
creator Fernández-Raga, María
Aleksić, Darija
İkiz, Aysun Kapucugil
Markiewicz, Magdalena
Streit, Herbert
description Emerging trends such as digitalization, globalization, and the COVID-19 pandemic are forcing higher education institutions to undergo constant organizational and technological changes and to introduce innovative pedagogical approaches suitable for teaching a new generation of students—the so-called digital natives. The goal of this paper is to engage in the ongoing debate in higher education about new teaching methods, i.e., game-based learning methods, which meet the needs of digital natives. They have grown up in a fast-paced, technology-driven society, which has affected how they absorb information, their ability to concentrate for extended periods, and their motivation and engagement in the learning process. Existing research suggests that implementing the game-based learning method can be very difficult and costly, as it often requires adapting the freely available game to the requirements of the particular course and additional investment in purchasing appropriate equipment. In this paper, we develop a comprehensive procedure for introducing a cost-effective game-based learning method in higher education, which includes thirteen steps to help lecturers introduce game-based activities straightforwardly into their teaching processes. In addition, we also present security, cultural, and quality assurance issues that need to be considered when implementing game-based learning in higher education.
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source Elektronische Zeitschriftenbibliothek - Frei zugängliche E-Journals; MDPI - Multidisciplinary Digital Publishing Institute
subjects Cognition & reasoning
Cognitive ability
Colleges & universities
COVID-19
Digital literacy
Digitization
Distance learning
Education
Education parks
Education, Higher
Educational objectives
Educational research
Educational technology
Epidemics
Game theory
Games
Gamification
Germany
Globalization
Higher education
Higher education institutions
Innovations
Instructional design
Labor market
Learning
Methods
Motivation
Quality assurance
Quality control
Quality of education
School facilities
Security
Students
Sustainability
Teaching methods
Technological change
Trends
title Development of a Comprehensive Process for Introducing Game-Based Learning in Higher Education for Lecturers
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