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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