Review of the Effectiveness of Digital Game-Based Learning in Education
- DOI
- 10.2991/assehr.k.211126.070How to use a DOI?
- Keywords
- digital game-based learning; effectiveness; game-based learning; education
- Abstract
Digital Game-Based Learning (DGBL) has attracted the interest of various parties to use games as a learning tool. Continuous research conducted every decade followed by technological developments has led to various books and research articles that have increasingly popularized the existence of DGBL as an alternative in learning. The existence of students who are increasingly adapting to technology has supported the existence of DGBL as an alternative during learning, especially in online learning. The trend of using digital game-based learning gave rise to the idea that DGBL has effectiveness in providing meaningful learning experiences for students. DGBL can also be combined with other learning methods, strategies, or models to increase its effectiveness during learning.
- Copyright
- © 2021 The Authors. Published by Atlantis Press SARL.
- Open Access
- This is an open access article under the CC BY-NC license.
Cite this article
TY - CONF AU - Ni Luh Sakinah Nuraini AU - Puri Selfi Cholifah AU - Titis Angga Rini AU - Sri Qayyuumu Gusti Mahartania PY - 2021 DA - 2021/11/26 TI - Review of the Effectiveness of Digital Game-Based Learning in Education BT - Proceedings of the 7th International Conference on Education and Technology (ICET 2021) PB - Atlantis Press SP - 251 EP - 254 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.211126.070 DO - 10.2991/assehr.k.211126.070 ID - Nuraini2021 ER -