مجلة المجتمع والرياضة
Volume 4, Numéro 2, Pages 203-215
2021-06-30
Authors : Raffar Abdelkader El Amir .
The purpose of this paper is to analyze the strategy characteristics of digital game-based learning environments and investigates the impact of using (DGBL) in teaching various sciences. We will also establish the difference among those approaches such as Educational Games, Game-Based Learning (GBL), and Gamification in teaching areas. A clear explanation of these innovative terms with a clarification of the possible effect on learning and teaching will be offered. The main objective of this article is to demonstrate the role of the teacher and the most dominant hindrances in digital game-based learning and teaching. And to focuses on the factors that influence the acceptance of commercial video games as learning tools in the classroom. The paper will review and illuminate the several roles the teacher currently accomplishes in game-based learning. The findings provide that (DGBL) has the potential to impact students learning in educational content areas and that collaborative gamification may be of precise importance for learning advantages.
Digital Game-based Learning ; Gamification ; information technology ; teaching approaches ; learning environment
زكية جباري
.
pages 201-221.
Valdez Cristian
.
Lomeña Galiano María
.
pages 86-112.
بوطورة حنان
.
منصوري سميرة
.
ص 377-399.