All games of any kind, including digital versions of such games as chess and Monopoly, can be used as Digital Game-based Learning (Prensky, 2001). In teaching lessons, with and without ICT, teachers have the potential to use a wide range of interactive opportunities and effective teaching will incorporate a variety of levels of interactivity within and between lessons depending on the learning objective (Beauchamp, 2011). There is growing interest in the use of games for educational purposes, particularly with regard to teaching curriculum subjects (Pelletier & Oliver, 2006). This blog investigates the value of digital game based learning in the classroom.
Beauchamp, G. (2011). Interactivity and ICT in the primary school: categories of learner interactions with and without ICT. Technology Pedagogy and Education. 20(2). Page 175-190. Date Retrieved: 1 November 2012. Retrieved From: Taylor & Francis Online
Pelletier, C., & Oliver, M. (2006) Learning to play in digital games. Learning, Media and Technology. 31(4). Page 329-342. Date Retrieved: 1 November 2012. Retrieved From: Taylor & Francis Online
Prensky, M. (2001). The Digital Game-Based Learning Revolution: Fun at Last. Digital Game-Based Learning. Page 1-19. Date Retrieved: 11 November 2012. Retrieved From: http://www.marcprensky.com/writing/prensky%20-%20ch1-digital%20game-based%20learning.pdf