Online Game-Based Learning to Enhance Student Engagement, Motivation and 21st-Century Skills
- DOI
- 10.2991/978-2-494069-57-2_21How to use a DOI?
- Keywords
- Online learning; Problem solving; game based learning; EduTech; Games in education
- Abstract
In the year 2020 Covid-19 pandemic became a global health concern with significant educational implications. Stay-at-home orders have been issued by governments worldwide, resulting in the closure of institutions and universities. Thereby, educators had to conduct their classes online to ensure educational continuity. However, some of the significant challenges of poorly designed online learning environments were low student involvement in the online classes, which led to the deficit of collaboration, engagement, and motivation. Moreover, our current online learning environments are also limited in addressing students’ online learning needs and cultivating critical thinking and problem-solving skills. This study sought to engage students in an online game-based learning environment to improve their problem-solving techniques and increase engagement and collaboration. A mixed-method approach was employed for data collection to gather in-depth and accurate results on students’ motivation, engagement and 21st century skills. A 5-point Likert scale survey, and a pre- and post-test were administered online among students to collect quantitative data. Interviews were also conducted to gauge their perception of the online game-based learning environment. Results of the study found that the online game-based learning environment was successful in improving engagement and collaboration in students, and improved their critical thinking and problem-solving skills, providing strong support for using game-based learning in online classrooms and for building successful communities of practice for enhanced student learning experiences.
- Copyright
- © 2023 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Ismat Zahra AU - Mai Neo AU - Soon Hin Hew PY - 2022 DA - 2022/12/24 TI - Online Game-Based Learning to Enhance Student Engagement, Motivation and 21st-Century Skills BT - Proceedings of the 2nd International Conference on Creative Multimedia 2022 (ICCM 2022) PB - Atlantis Press SP - 192 EP - 202 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-494069-57-2_21 DO - 10.2991/978-2-494069-57-2_21 ID - Zahra2022 ER -