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Digital Game Based Learning 
Dr. Quiana Bradshaw, DCS 
Grantham University 
November 09, 2014
Table of Contents 
• Digital Game Play in Virtual World 
Environments 
• History of digital game-based learning 
• Elements of digital game-based learning 
• Benefits of digital game-based learning 
• Disadvantages of digital game-based learning 
• Gaming in the Classroom 
• What are Digital Native Immigrants? 
• How Can Games be designed for effective 
learning? 
• Summary
Digital Game Play in Virtual World Environments
History of Digital Game-Based Learning 
• The digital games emergence was during the last decades of the 20th century according 
to Marc Prensky. The current youth generation has many avenues of access to 
technology. This includes computers digital music play Therefore, because of this 
access to technology, Prensky argues that today’s students “think and process 
information fundamentally differently than their predecessors.”2 
• Teachers, or what Prensky calls “digital immigrants” now have to adapt to the language 
and learning styles of “digital natives,” a term he uses to describe students who have 
always been surrounded by technology, video games and cell phone technology.
Elements of Digital Game-Based Learning 
• Student age, gender 
characteristics 
• Competitive ness and gaming 
experience 
• Game target age level 
• Gender and racial diversity 
• Role of educator 
• Level of events in game play 
• Game play mechanics 
• Game aesthetics
Benefits of Digital Game-Based Learning
Disadvantages of Digital Game-Based 
Learning 
• A potential distraction 
• Not properly implemented in the curriculum 
• Games are not always align with learning outcomes & assessments 
• Educators don’t use age appropriate game targets 
• Using outdated digital updated games
What are Digital Native Immigrants? 
• Digital Native immigrants is the generational switchover where 
people are characterized by the technological culture in which 
they’re familiar with.
How can games be designed for effective 
learning? 
• Apply Jesse Schell’s Elemental Tetrad Learning Game Design 
Characteristics 
• Align educational games with educational outcomes and goals 
• Use the appropriate game-age target for learners 
• Teach educators how to appropriately monitor game play learning 
initiatives.
Summary 
• Digital game based learning can be used as an instructional 
method to increase educational research initiatives and 
stimulate digital native learning outcomes.
References 
• Coffey, H. (n.d.). Digital Game-Based Learning. Retrieved November 09, 2014 from 
http://www.learnnc.org/lp/pages/4970#note3 
• Prensky, M. (2001). “Digital Natives, digital immigrants.” On the Horizon. 9 (5), p. 1. 
• Griffiths, M. (2002). “The educational benefits of videogames.” Education and Health. 20 
(3), pp. 47-51 
• Oliver, J. (2012). What Does it Mean to Be a Digital Native? Retrieved November 09, 
2014 from http://edition.cnn.com/2012/12/04/business/digital-native-prensky/

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Bradshaw q-digital game based learning

  • 1. Digital Game Based Learning Dr. Quiana Bradshaw, DCS Grantham University November 09, 2014
  • 2. Table of Contents • Digital Game Play in Virtual World Environments • History of digital game-based learning • Elements of digital game-based learning • Benefits of digital game-based learning • Disadvantages of digital game-based learning • Gaming in the Classroom • What are Digital Native Immigrants? • How Can Games be designed for effective learning? • Summary
  • 3. Digital Game Play in Virtual World Environments
  • 4. History of Digital Game-Based Learning • The digital games emergence was during the last decades of the 20th century according to Marc Prensky. The current youth generation has many avenues of access to technology. This includes computers digital music play Therefore, because of this access to technology, Prensky argues that today’s students “think and process information fundamentally differently than their predecessors.”2 • Teachers, or what Prensky calls “digital immigrants” now have to adapt to the language and learning styles of “digital natives,” a term he uses to describe students who have always been surrounded by technology, video games and cell phone technology.
  • 5.
  • 6. Elements of Digital Game-Based Learning • Student age, gender characteristics • Competitive ness and gaming experience • Game target age level • Gender and racial diversity • Role of educator • Level of events in game play • Game play mechanics • Game aesthetics
  • 7. Benefits of Digital Game-Based Learning
  • 8. Disadvantages of Digital Game-Based Learning • A potential distraction • Not properly implemented in the curriculum • Games are not always align with learning outcomes & assessments • Educators don’t use age appropriate game targets • Using outdated digital updated games
  • 9.
  • 10. What are Digital Native Immigrants? • Digital Native immigrants is the generational switchover where people are characterized by the technological culture in which they’re familiar with.
  • 11. How can games be designed for effective learning? • Apply Jesse Schell’s Elemental Tetrad Learning Game Design Characteristics • Align educational games with educational outcomes and goals • Use the appropriate game-age target for learners • Teach educators how to appropriately monitor game play learning initiatives.
  • 12. Summary • Digital game based learning can be used as an instructional method to increase educational research initiatives and stimulate digital native learning outcomes.
  • 13. References • Coffey, H. (n.d.). Digital Game-Based Learning. Retrieved November 09, 2014 from http://www.learnnc.org/lp/pages/4970#note3 • Prensky, M. (2001). “Digital Natives, digital immigrants.” On the Horizon. 9 (5), p. 1. • Griffiths, M. (2002). “The educational benefits of videogames.” Education and Health. 20 (3), pp. 47-51 • Oliver, J. (2012). What Does it Mean to Be a Digital Native? Retrieved November 09, 2014 from http://edition.cnn.com/2012/12/04/business/digital-native-prensky/