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Integration of Games

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INTEGRATION OF GAMES IN TEACHING AND ITS EFFECTS ON THE

LEARNING EXPERIENCES OF GRADE 8 LEARNERS


According to Al-Azawi et al., 2016, Gamification in education has
become the focus of attention in recent years. While “gamification is the
practice of using game design elements, game mechanics and game thinking
in non-game activities to motivate participants”. Educational gamification is a
teaching method that requires learners to participate in competitions
according to preset rules (Fitzgerald, 1997). It has been an interdisciplinary
and prevalent tool for educators to utilize in teaching in the past few years
(Robson et al., 2016).
Calderón and Ruiz (2015) who found that 53 educational games
research literature had adopted different methods to assess the effectiveness
of diverse educational games in the period between November 2013 and April
2015, compared to 18 and 20 games used in health and wellness, and the
professional learning and training domain, respectively. They also reported
that 60% of these 53 studies examined the effectiveness of using educational
games in higher education setting, compared to only 40% in primary or
secondary school settings, indicating that teachers in higher education are
more likely to combine educational games with traditional teaching methods
into students’ learning experiences—a sign of creativity of embracing the new
strategy to enrich students’ learning experience.
Integrating games into education is successful because it makes
learning engaging, active, and personal for students. As a result, using
educational games in the classroom benefits students by bolstering problem-
solving and critical-thinking skills, promoting collaboration, and motivating
students to learn more, (MassMan 2023).
Learning with technology and the internet covers a broader area than
the conventional learning. The integration of technology in learning is deemed
critical to achieve the learning objectives. An example of the application of
technology in learning is the use of the smartphone as a tool for media of
inquiry in higher education. It is currently acknowledged that the use of
smartphone creates dynamic learning as the learners could utilize it to interact
and collaborate with various sources and partners all around the globe. (Al-
Emran, H. M., Elsherif, M. and Shaalan, K. (2016).
Smartphone as learning media has various dimensions. To create fun
learning, the smartphone could be used to apply game-based learning. In this
sense, a study from Chang C.C., et al, has proven that game-based learning
served better learning experience than the conventional ones. Another similar
study by Chen, C. H. and Law, V. (2016), discovered that the use of game-
based learning could provide a better learning experience when collaborated
with learning instruction that guided the students.
Zumbach, J., Rammerstorfer, L. and Deibl, I. (2020) explained that
learning through the game would benefit the learners as they could have
instructional and metacognitive supports that would not burden their cognitive
capacity. It is explained further by Chen, S. Y. and Chang, Y. M. (2020) that
virtual learning could also promote the students’ learning capacity and the
competitive atmosphere among them since they would spend their time more
on studying.
According to Ming Li, Qi Zhang, Zhonggen Yu (2024), Serious games
could improve student learning effects; empower learners’ acceptance of
learning. Learning in a game environment and through immersive experiences
is critical and meaningful. Thus, educational games are more effective for
student enjoyment, contributing to learners’ acceptance of game-based
learning. Serious games can provide playful experiences full of entertainment,
motivating learners to explore the joyful way of learning tasks, since they can
supply enough freedom for students.

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