DIGITAL LIBRARY
LEVERAGING DIGITAL GAMES FOR ENHANCED LEARNING IN DIGITAL DESIGN EDUCATION
University of Aveiro (PORTUGAL)
About this paper:
Appears in: EDULEARN24 Proceedings
Publication year: 2024
Pages: 6866-6870
ISBN: 978-84-09-62938-1
ISSN: 2340-1117
doi: 10.21125/edulearn.2024.1630
Conference name: 16th International Conference on Education and New Learning Technologies
Dates: 1-3 July, 2024
Location: Palma, Spain
Abstract:
This paper explores the integration of digital games as an innovative pedagogical tool in an advanced course on digital design. Digital games, renowned for their interactive nature, offer unique opportunities to engage students and facilitate active learning experiences. In this study, digital games were incorporated into the curriculum to supplement traditional teaching methods, aiming to enhance students' understanding of complex digital design concepts and foster critical thinking skills. Moreover, the gamified learning environment promoted intrinsic motivation and engagement among students, leading to increased participation and active involvement in the course. The effectiveness of digital games in enhancing learning outcomes was assessed through both qualitative and quantitative measures, including informal student feedback, performance assessments, and comparisons with traditional teaching methods. The results revealed positive outcomes, with students reporting heightened levels of enjoyment, motivation, and perceived learning efficacy through the use of digital games.

The quantitative results show that the number of those approved in 2022/2023 (when the gamification elements were introduced) increased by 5% compared to the previous course edition and the number of those who failed due to absences decreased by 5%. The average teacher evaluation of the University’s quality management system for the 2022/2023 academic year rose to 7.91 values compared to 7.28 values in the previous edition in 2021/2022. The qualitative analysis of students' opinions and suggestions proves the usefulness of educational games. The student report identifies, as a strong point, that the various assessment moments throughout the semester allow for better monitoring of the subjects taught. Based on the experience gained and feedback collected from students, we intend to make adjustments to the application of competitive games, with the aim of further increasing the percentage of students approved in the next edition course edition in 2023/2024.

Overall, this paper contributes to the growing body of literature on the integration of digital games in higher education, particularly in the field of digital design.
Keywords:
Digital Games, Game-Based Learning, Digital Design Education, Active Learning, Student Engagement, Pedagogical Innovation.