Pranjana:The Journal of Management Awareness
  • Year: 2008
  • Volume: 11
  • Issue: 2

Digital game-based learning – future of education?

  • Author:
  • Anju Grover Chaudhary
  • Total Page Count: 15
  • Page Number: 1 to 15

Department of Journalism, Howard University, Washington DC, USA.

Abstract

Digital Game-Based Learning (DGBL), an interactive and engaging phenomenon, is emerging as the next generation of e-learning in this globalized era as today's youth are growing up on a diet of video and PC games. Digital gaming is a multi-billion dollar industry and surveys show that children – ages 8–18—spend more time in front of computer, television and game screens than any other activity in their lives except sleeping. Recent research studies have also concluded that the new generation has better visual literacy skills and that DGBL is more engaging and effective in their learning process than traditional education. This paper thus argues that students would be more likely to retain knowledge via DGBL as it would be more engaging, effective and learner-centered and recommends that perhaps a combination of information and entertainment might be a viable solution. Although the pedagogical worth of gaming technology has often been viewed with cynicism by educators who did not grow up in the digital age, it is of utmost importance to them to meet the changing demands of the new generation and adopt educational strategies that are creative and innovative. This paper also addresses the challenges posed by DGBL and reflects on the future trends of education. This paper will also examine, among other things, the successes and failures of those k-12 schools and higher education institutions that have adopted DGBL as an instructional design.

Keywords

Digital Game, Learning, Education DGBL