The document discusses integrating games into teaching and its effects on grade 8 learners' learning experiences. It discusses how educational games can make learning engaging and motivate students by boosting problem-solving and collaboration skills. Serious games can improve student learning and empower learners' acceptance of learning through immersive experiences.
The document discusses integrating games into teaching and its effects on grade 8 learners' learning experiences. It discusses how educational games can make learning engaging and motivate students by boosting problem-solving and collaboration skills. Serious games can improve student learning and empower learners' acceptance of learning through immersive experiences.
The document discusses integrating games into teaching and its effects on grade 8 learners' learning experiences. It discusses how educational games can make learning engaging and motivate students by boosting problem-solving and collaboration skills. Serious games can improve student learning and empower learners' acceptance of learning through immersive experiences.
The document discusses integrating games into teaching and its effects on grade 8 learners' learning experiences. It discusses how educational games can make learning engaging and motivate students by boosting problem-solving and collaboration skills. Serious games can improve student learning and empower learners' acceptance of learning through immersive experiences.
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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.