Game Based Cooperative Learning and its Implications for Improving Learning Motivation

In this research game-based learning scope is highlighted where the market growth of digital learning is discussed as a foundation of this study. Emergence of game-based learning throughout the globe is considered as a major purpose of this study to get better insight on the relevant factors of the...

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Bibliographic Details
Published inTechnoarete Transactions on Application of Information and Communication Technology(ICT) in Education Vol. 1; no. 3
Main Authors Jain, Dr. Sanjiv Kumar, Hemajothi, Dr.S
Format Journal Article
LanguageEnglish
Published 15.07.2022
Online AccessGet full text
ISSN2583-3154
2583-3154
DOI10.36647/TTAICTE/01.03.A005

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Summary:In this research game-based learning scope is highlighted where the market growth of digital learning is discussed as a foundation of this study. Emergence of game-based learning throughout the globe is considered as a major purpose of this study to get better insight on the relevant factors of the subject. Through this research students' motivation and its relevance with game-based learning is aimed to be identified along with suitable objectives. Explanatory research design, qualitative strategy and interpretivism philosophy is selected for this research. Secondary sources are used for data collection where journals and articles are used for data collection. The impact of game-based learning (GBL) on the motivation level of the student has been explained in a proper manner. The connection between skill development and GBL has also been illustrated along with its impact on the retention rate. The true notion of gamification which lies in providing a positive experience for the students has also been explained in a brief manner. GBL's fundamental core has been identified as being related with a number of aspects such as experiential learning theory, gaming technology, digital connection, and others. The truth has surfaced regarding the influence of GBL being driven by a robust virtual learning environment and ultimately changing the dynamics of both education and learning Keyword :Augmented reality, Commercial off-the-shelf (COTS), game-based learning, Information and communication technology (ICT), Learning management system (LMS), motivation, Non-cognitive skills, Research design, retention, Student motivation.
ISSN:2583-3154
2583-3154
DOI:10.36647/TTAICTE/01.03.A005