DIGITAL LIBRARY
KNOW YOUR PLACE: REFRAMING GAMIFIED LEARNING, GAME-BASED LEARNING AND IMMERSIVE LEARNING IN E-LEARNING
University of Science (MALAYSIA)
About this paper:
Appears in: INTED2022 Proceedings
Publication year: 2022
Pages: 2101-2107
ISBN: 978-84-09-37758-9
ISSN: 2340-1079
doi: 10.21125/inted.2022.0611
Conference name: 16th International Technology, Education and Development Conference
Dates: 7-8 March, 2022
Location: Online Conference
Abstract:
Since the introduction of the Internet and technology, educators have been incorporating these tools within course content to promote convenience and enhance the learning experience of learners which thus contribute to the birth of learning methods that disregard distance and embrace flexibility. With the discovery of the usefulness of games in the educational context, gamified learning, game-based learning and immersive learning are being introduced in the past few decades. Gamified learning concerns the use of game elements being integrated within course content while game-based learning is defined as the implementation of games from the perspective of student learning and development. Immersive learning withal incorporates virtual reality or augmented reality components within the lesson. These concepts are widely utilized in recent years by educators whose primary objective is to instil fun within learning. However, the lines of these concepts are usually blurred. Therefore, the author aims to construct a theoretical framework that includes these concepts for educators and students to better understand the linkage between these concepts.
Keywords:
Gamification, Game-based Learning, immersive learning, e-learning, educational technology.