Digital Footprints of Learners: Game Based Learning



We live in millennial era that make our children digital natives with the advance of technology. Digital native is defined as a person who has grown up in the digital age and having knowledge of digital systems as an adult. Those all also be called as Net Generation as mentioned by Prensky (as cited Setiawan,2019). The ones who were born between the 80s and 2000s called as Millennial and the ones were born after 2000s named as Generation Z.

We may observe the differences between young and old generation by observing their digital literacy since younger ones spend  most of their time by surfing in the web pages or popular social media sites. While some elderly are trying to turn the pages and highlighting the words in a book, others are scrolling through digital pages and interacting with the text using web tools. The way we interact with others and learn things is quite different from then and now. As Prensky (2001) discussed that our greatest problem that we face in education is sourced from the way we teach because we need to motivate and engage students actively involved in tasks and process information by giving multi-tasking and gaming. That’s why, collaboration is the key term in defining digital natives’ needs and teachers need to take into account the learners’ needs in terms of instructional design of the lessons.

Designing games for educational purposes have many advantages; there are boundaries, rules, conflicts, decision making skills. In addition, games are interactive, rule governed, motivating, problem solving and it is defined as a system itself in which engage players in an artificial conflict and controlled by rules resulted with quantifiable outcomes. A well designed educational game has some feautures such as being age-appropriate, challenging, having achievable goals, gradually levelled, reward giving as well as guiding learners to grow both academically and psychologically (Samur, 2012). Game-based learning is learning through failures, repetation, and engagement so that the learners can adapt any subject. It also leads learners to improve problem solving skills and develop critical thinking skills (as cited in Prensky 2012). There are some examples presented as educational games as following; Dragonbox Big Numbers, Trivia Crack Official Board Game, Rory’s Story Cubes, Rock On! Geology Game, and Clumsy Thief. I would like to share a link with you as well, it gives a bunch of glossary terms related with games to become more familiar and communicate ideally with our learners’ digital life.




References
Prensky, M. (2001). Digital natives, digital immigrants part 1. On the horizon, 9(5), 1-6.
Samur, Y. (2012). Redundancy effect on retention of vocabulary words using multimedia presentation. British Journal of Educational Technology, 43(6), E166–E170. https://doi.org/10.1111/j.1467-8535.2012.01320.x





                                                        

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