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Game-based learning (GBL) is a type of game play that has defined learning outcomes. Generally, game-based learning is designed to balance subject matter with gameplay and the ability of the player to retain, and apply said subject matter to the real world. [4] Children tend to spend hours playing hide and seek, learning the steps of digital ...
In his book What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee talks about the application and principles of digital learning. Gee has focused on the learning principles in video games and how these learning principles can be applied to the K-12 classroom. Successful video games are good at challenging players.
The James Paul Gee Learning Games Awards were created in 2020 to apply Gee's theories to the identification and judging of learning game design. Gee's book is used in Kimon Keramidas' [9] argument explaining the learning processes of gamers. Some of the schema and elements that are used in game designing can be analogously used as "frameworks ...
Gee began his work in video games by identifying thirty-six learning principles that are present in - but not exclusive to - the design of good video games. [10] Gee argues for the application of these principles in the classroom. Gee's video game learning theory includes his identification of twelve basic learning principles.
Learning theory describes how students receive, process, and retain knowledge during learning. Cognitive, emotional, and environmental influences, as well as prior experience, all play a part in how understanding, or a worldview, is acquired or changed and knowledge and skills retained.
Unlike the social reference standard of leaderboards, performance graphs are based on an individual reference standard. By graphically displaying the player's performance over a fixed period, they focus on improvements. Motivation theory postulates that this fosters mastery orientation, which is particularly beneficial to learning. [41]
Competition-based learning (CBL) is a student-centered pedagogy that combines project-based learning and competitions. [1] This can sometimes be referred to as game-based learning as well, which is different than gamification. [citation needed] CBL also utilizes team-based learning (or Active Collaborative Learning, ACL) and problem-based ...
Learning through play is a term used in education and psychology to describe how a child can learn to make sense of the world around them. Through play children can develop social and cognitive skills, mature emotionally, and gain the self-confidence required to engage in new experiences and environments.