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Article

Title: GAME ON!

Author: Deubel, Patricia Article Type: Product Analysis
Source: THE Journal, v33 n6 p30(5) Publication Date: Jan 2006
  ISSN: 0192-592X
URL of Publication: http://www.thejournal.com

Digital game-based learning (DGBL) involves combining educational content with computer or online games. Experts believe it has the potential for developing a wide range of educational applications that motivate students because it makes learning fun. The approach is versatile, can be used for teaching nearly any subject or skill, and when utilized appropriately, DGBL is very effective. Some teachers remain reluctant to bring games into their classrooms, however, saying games may not be consistent with learning objectives or may be a distraction rather than a learning tool. Additionally, the colors, sounds, and flickering of digital games may bring have unacceptable cognitive and physiological effects on students. If a school can afford it, DGBL offers deep digital engagement, motivation, customized learning, and encourages long-term memory. A key to potential gains in learning with DBGL is to find good role-playing, simulation, or adventure games that are not violent. A good DBGL program should include six elements: rules, goals, outcomes and feedback, conflict and competition, interaction, and representation. Educators should also select the right game for the type of content they want to communicate. For example, if they want to teach reasoning, puzzle games are appropriate, If they want to teach lessons about judgment, strategy, role-playing adventure, or detective games are best. Games should also be age-appropriate to be effective in the classroom.

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