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Current climate for digital game-based learning of science in further and higher education
Journal article   Open access   Peer reviewed

Current climate for digital game-based learning of science in further and higher education

Carla L Brown, Mary Ann Comunale, Brian Wigdahl and Sandra Urdaneta-Hartmann
FEMS microbiology letters, v 365(21)
26 Sep 2018
PMID: 30260380
url
https://doi.org/10.1093/femsle/fny237View
Published, Version of Record (VoR)CC BY V4.0 Open

Abstract

digital game-based learning (DGBL) digital games further and higher education learning technologies Mini Review Minireview science education serious games
Digital game-based learning (DGBL) is being used increasingly as an alternative learning tool to teach science in further and higher education. A variety of digital game formats currently exist for science learning, alongside diverse methods for their implementation and evaluation. This paper aims to provide a broad summary of the field by discussing the current platforms for DGBL and examples of games played on them. These include gamified simulations and traditional digital games delivered through personal computer and online software; mobile games delivered through downloaded applications for devices such as tablets and mobile phones; and educational modifications of commercial games, known amongst gamers as ‘mods’. To conclude the summary, the paper discusses the current challenges and barriers associated with DGBL in further and higher science education, and potential strategies researchers may consider to overcome them. Digital game-based learning (DGBL) is an emerging trend in further and higher education. This minireview showcases current trends in DGBL and games for learning microbiology and other sciences.

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34 citations in Scopus

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Web of Science research areas
Microbiology
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