Erhel, S., & Jamet, E. (2013). Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers & Education, 67, 156–167. https://doi.org/10.1016/j.compedu.2013.02.019 The authors inform, discuss, and investigate (research) the motivational benefits of digital game-based learning, more often referred to as DGBL. There is a need for this study as it investigates the benefits of DGBL. Erhel and Jamet focus on bringing attention to learners using games to develop better cognitive skills. The authors’ aim and strength is to gives an insight on effects of feedback vs. no feedback (differences of instruction) and surface vs. deep learning. The article was on trend (relevant and relatable) in the field of EdTech. This applied research is based on providing opinions on the usefulness of DGBL. Used in every industry from military to education. Using this to gain insight on the best instruction method brings great educational significance. Erhel and Jamet’s insights, observation and ideas are relevant but the overuse of so many references clutter the objective of the paper. On target. Typically, 40 participants are needed for an appropriate study this article utilized 46 (22 men and 24 women) participants. Sampling is adequate, use of mixed methods. Math isn’t strong in this article (validity and reliability measurements aren’t reliable). They provided a clear main purpose and state the aim of the paper: learning instruction vs. entertainment instruction in relation to motivation and engagement. Productivity is never an accident. It is always the result of a commitment to excellence, intelligent planning and focused effort – Paul J Meyer The authors target group are college level learners. I could relate to the interest of which method of instruction revealed the better result (learning or entertainment). The article touches base on motivation and engagement throughout stating although results indicate that digital learning games are debatable to be educational worthy most researchers now acknowledge their benefits. In serious game environments (SGE’s) motivation and engagement are enhanced. Investigating the useful distinction can help prompt learners to either focus on performance goals (high score) or mastery goals (gaining knowledge). learning games entertainment annotation edu800 week14 digital game-based
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