A review of literature on game-based learning in higher education.
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three years, as the digital natives enter the education system. There is impetus to create awareness among the digital immigrant educators on game technology as GBL shifts from the traditional didactic, text-b...
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sg-ntu-dr.10356-507002019-12-10T11:23:26Z A review of literature on game-based learning in higher education. Thamilarsi Periasamy. Alton Chua Yeow Kuan Wee Kim Wee School of Communication and Information Alton Chua Yeow Kuan DRNTU::Social sciences Game-based Learning (GBL) is an emerging technology planned for implementation in the next three years, as the digital natives enter the education system. There is impetus to create awareness among the digital immigrant educators on game technology as GBL shifts from the traditional didactic, text-based instruction to an innovative, constructivist and experiential-based engagement by learners. There is a lack of evidence of literature that consolidates the work that has been done till date on GBL in Higher Education (HE). This study bridges the gap in the body of knowledge and serves as a reference point for the 21st century HE educators who take on multiple roles as an educator, designer and/or researcher. This study is aimed at the Education industry and to retain the currency of the study the search criteria included articles from 2005. From the initial 480 articles sourced, 57 articles exclusively on GBL in HE were selected. A systematic approach using proven framework, model and methodology were used to investigate the selected literature based on the four research questions established for this study: (a) What type of research has been conducted? (b) What research areas have been covered? (c) What are the findings from the research? and (d) What research directions have been identified? The analysis revealed several patterns in the four areas of research questions which are discussed in the report. This study serves the education community as a first point of reference in providing: (a) the background information on the nature of research undertaken (b) a systemic view of the research areas (c) a compilation of ‘proven’ resources for use, (d) a list of future work which would contribute to the body of knowledge, and finally (e) responses to the several questions that had been raised. Overall, this study organised and added value to the body of knowledge by providing a consolidated view of GBL in HE. Future researchers can take their cue from this study and develop the work in a directed manner to grow the body of knowledge. Finally, several recommendations have been made for management’s consideration to advance GBL in HE institutions. Master of Science (Knowledge Management) 2012-09-11T04:01:23Z 2012-09-11T04:01:23Z 2012 2012 Thesis http://hdl.handle.net/10356/50700 en Nanyang Technological University 108 p. application/pdf |
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DRNTU::Social sciences Thamilarsi Periasamy. A review of literature on game-based learning in higher education. |
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Game-based Learning (GBL) is an emerging technology planned for implementation in the next three years, as the digital natives enter the education system. There is impetus to create awareness among the digital immigrant educators on game technology as GBL shifts from the traditional didactic, text-based instruction to an innovative, constructivist and experiential-based engagement by learners.
There is a lack of evidence of literature that consolidates the work that has been done till date on GBL in Higher Education (HE). This study bridges the gap in the body of knowledge and serves as a reference point for the 21st century HE educators who take on multiple roles as an educator, designer and/or researcher.
This study is aimed at the Education industry and to retain the currency of the study the search criteria included articles from 2005. From the initial 480 articles sourced, 57 articles exclusively on GBL in HE were selected. A systematic approach using proven framework, model and methodology were used to investigate the selected literature based on the four research questions established for this study: (a) What type of research has been conducted? (b) What research areas have been covered? (c) What are the findings from the research? and (d) What research directions have been identified?
The analysis revealed several patterns in the four areas of research questions which are discussed in the report. This study serves the education community as a first point of reference in providing: (a) the background information on the nature of research undertaken (b) a systemic view of the research areas (c) a compilation of ‘proven’ resources for use, (d) a list of future work which would contribute to the body of knowledge, and finally (e) responses to the several questions that had been raised.
Overall, this study organised and added value to the body of knowledge by providing a consolidated view of GBL in HE. Future researchers can take their cue from this study and develop the work in a directed manner to grow the body of knowledge. Finally, several recommendations have been made for management’s consideration to advance GBL in HE institutions. |
author2 |
Alton Chua Yeow Kuan |
author_facet |
Alton Chua Yeow Kuan Thamilarsi Periasamy. |
format |
Theses and Dissertations |
author |
Thamilarsi Periasamy. |
author_sort |
Thamilarsi Periasamy. |
title |
A review of literature on game-based learning in higher education. |
title_short |
A review of literature on game-based learning in higher education. |
title_full |
A review of literature on game-based learning in higher education. |
title_fullStr |
A review of literature on game-based learning in higher education. |
title_full_unstemmed |
A review of literature on game-based learning in higher education. |
title_sort |
review of literature on game-based learning in higher education. |
publishDate |
2012 |
url |
http://hdl.handle.net/10356/50700 |
_version_ |
1681034769550278656 |