DIGITAL LIBRARY
ANALYZING THE IMPACT OF DIGITAL GAME-BASED LEARNING ON EDUCATIONAL EFFECTIVENESS AND STUDENT MOTIVATION IN HIGHER EDUCATION
University POLITEHNICA of Bucharest (ROMANIA)
About this paper:
Appears in: ICERI2020 Proceedings
Publication year: 2020
Pages: 2502-2509
ISBN: 978-84-09-24232-0
ISSN: 2340-1095
doi: 10.21125/iceri.2020.0591
Conference name: 13th annual International Conference of Education, Research and Innovation
Dates: 9-10 November, 2020
Location: Online Conference
Abstract:
The interest in learning games is constantly increasing, these becoming valuable tools for teachers in carrying out the teaching act. Numerous researches state that these games play an important role in fixing and understanding certain notions, helping to develop the long-term learning process. However, in the literature, there are still shortcomings regarding the perceptions of the users of the games on the functionalities of the games or the motivating factors in the use of such applications. Also, the mood generated by the constant use of such games at class or seminar hours should be analysed more closely by researchers, this being an important factor that could influence the learning process's performance in the long term. The role of this paper is to determine the students' satisfaction with the experiences they have had during the Management classes, the research analysing the impact of using an online game/platform on the learning outcome performance. In this regard, a pilot test was conducted, the results indicating that digital game-based learning can determine students to maintain their attention during classes, check their knowledge and also relax. They do not play these games to earn points or good grades but to improve their moods productively. At the end of the experiment, considerable improvements were observed regarding their educational performance
Keywords:
Educational games, digital game-based learning, DGBL, educational effectiveness, student motivation, higher education.