top of page
  • e-teach9

Digital Game-Based Learning (DGBL)

Modern learners are increasingly in need of innovative pedagogical tools that resonate with their tech-savvy nature and align with the dynamic educational landscape. Central to this is the enhancement of teacher competencies — a vital component in delivering high-quality teaching that significantly influences the success of educational services. For professional development to truly resonate with educators, it must integrate cutting-edge advancements in technology-enhanced learning.

The profound changes in teaching caused by the COVID-19 pandemic, the identification of innovative methods to support student-centred teaching and learning strategies, along with the increasing importance of games, have led researchers to investigate the role of digital game-based learning (DGBL) in schools and training programmes.

The term DGBL refers to a method or pedagogical approach that integrates digital games into curricula as educational tools. There are three ways digital games can be used for learning in schools: involving students in the design of digital games, creating ad hoc digital games to teach students specific skills and transfer specific knowledge, and integrating commercial games into curricula.

According to the literature on the role that DGBL plays in teaching and learning processes, teacher training can be implemented through game technology as it is linked to the development of digital skills and motivation to learn. Research has shown that different mechanisms favour game-based learning, i.e. behavioural mechanisms and cognitive aspects.

Moreover, digital games are able to support students' internal motivation in terms of self-efficacy and autonomy. In these digital scenarios, which simulate reality, players can autonomously decide and choose their character's attributes, as well as their behaviour and values. It follows that the use of digital games in education has a positive impact on facilitating student learning, promoting social development and developing cooperative and collaborative skills.

In conclusion, Digital Game-Based Learning (DGBL) has proven to be a valuable educational approach, aligning with the technological aptitudes of contemporary students and the pedagogical shift towards student-centred learning. Its implementation in education not only enhances engagement and motivation but also supports the development of crucial skills such as critical thinking, problem-solving, and collaboration. As educators continue to adapt to this modality, DGBL is poised to make a substantial and positive impact on the quality and efficacy of learning experiences.

Read this article if you want to know more about DGBL!



bottom of page