Development of a Comprehensive Process for Introducing Game-Based Learning in Higher Education for Lecturers
María Fernández-Raga (),
Darija Aleksić (),
Aysun Kapucugil İkiz,
Magdalena Markiewicz and
Herbert Streit
Additional contact information
María Fernández-Raga: Department of Applied Physics, University of León, 24071 León, Spain
Darija Aleksić: School of Economics and Business, University of Ljubljana, 1000 Ljubljana, Slovenia
Aysun Kapucugil İkiz: Faculty of Business, Dokuz Eylul University, 35390 Izmir, Turkey
Magdalena Markiewicz: Faculty of Economics, University of Gdansk, Bazynskiego 8, 80-309 Gdansk, Poland
Herbert Streit: Faculty of Business and Transport Management, Heilbronn University of Applied Sciences, 74081 Heilbronn, Germany
Sustainability, 2023, vol. 15, issue 4, 1-18
Abstract:
Emerging trends such as digitalization, globalization, and the COVID-19 pandemic are forcing higher education institutions to undergo constant organizational and technological changes and to introduce innovative pedagogical approaches suitable for teaching a new generation of students—the so-called digital natives. The goal of this paper is to engage in the ongoing debate in higher education about new teaching methods, i.e., game-based learning methods, which meet the needs of digital natives. They have grown up in a fast-paced, technology-driven society, which has affected how they absorb information, their ability to concentrate for extended periods, and their motivation and engagement in the learning process. Existing research suggests that implementing the game-based learning method can be very difficult and costly, as it often requires adapting the freely available game to the requirements of the particular course and additional investment in purchasing appropriate equipment. In this paper, we develop a comprehensive procedure for introducing a cost-effective game-based learning method in higher education, which includes thirteen steps to help lecturers introduce game-based activities straightforwardly into their teaching processes. In addition, we also present security, cultural, and quality assurance issues that need to be considered when implementing game-based learning in higher education.
Keywords: game-based learning; gamification; game design; higher education; hybrid teaching; online teaching (search for similar items in EconPapers)
JEL-codes: O13 Q Q0 Q2 Q3 Q5 Q56 (search for similar items in EconPapers)
Date: 2023
References: View references in EconPapers View complete reference list from CitEc
Citations:
Downloads: (external link)
https://www.mdpi.com/2071-1050/15/4/3706/pdf (application/pdf)
https://www.mdpi.com/2071-1050/15/4/3706/ (text/html)
Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
HTML/Text
Persistent link: https://EconPapers.repec.org/RePEc:gam:jsusta:v:15:y:2023:i:4:p:3706-:d:1071643
Access Statistics for this article
Sustainability is currently edited by Ms. Alexandra Wu
More articles in Sustainability from MDPI
Bibliographic data for series maintained by MDPI Indexing Manager ().