Enhancing STEM Learning: The Impact of Digital Educational Games and Design Elements - A Comprehensive Review

Like many domains of life, education has seen significant transformations with the advent of digital technology. In particular, the potential of Digital Game-Based Learning (DGBL) to enhance Science, Technology, Engineering, and Mathematics (STEM) education is attracting considerable scholarly attention. This comprehensive review aims to shed light on the effectiveness of DGBL in STEM learning and the impact of integrating additional game-design elements on student performance.

Overview: The Positive Impact of Digital Game-Based Learning

The utilization of DGBL has been shown to have promising effects on STEM learning, paving the way for the education of the future generations. A key finding from this meta-analysis study is that students engaged with DGBL markedly outperformed those reliant on traditional learning methods. This conclusion reinforces the potential for designers and educators to actively incorporate DGBL into educational curriculums, replacing or supplementing traditional techniques with innovative, engaging digital experiences.

Tools to Enhance Learning

To optimize the potential of DGBL, game designers are urged to incorporate the following game elements:

Pedagogical agents: These are characters in the digital education game that guide the learning process, foster engagement, and offer instruction.

Self-explanation strategies: Facilitating students to articulate their thoughts and strategies in solving a problem. This process can enhance comprehension and knowledge retention.

Concept maps: A network of concepts that demonstrates relationships among ideas, promoting understanding of complex topics.

Feedback: Immediate comments or responses to user actions, aiding comprehension and knowledge retention.

Adaptation: Customizing the game experience based on the learner's aptitude and progress.

Factors Influencing the Efficacy of DGBL in STEM Education

As indicated in our moderator analysis, DGBL's effectiveness in STEM education can hinge on several factors. The game type, specific learning subject, and anticipated learning outcomes all play crucial roles in facilitating effective DGBL. For instance, a simulation game tackling an engineering concept might yield different results than a functional game addressing a mathematics principle.

In addition, the same study also points out variations in the degree to which a game's enhanced effect can be influenced by their added elements, which are determined mainly by their choice of elements to be added. Incorporating a boost in Valorant into the appropriate amalgamation of design elements would likely yield the most significant impact on DGBL efficacy in STEM learning.

The Added Advantage of Game-Design Elements

Embracing the concept of Boost in Valorant within the sphere of education, particularly in the context of STEM learning through DGBL, offers a compelling metaphor. The term, commonly used in competitive gaming, refers to improving a player's status or rank within a game through the assistance of a more experienced player and drawing parallels, integrating advanced game-design elements in educational tools similarly 'boosts' a student's learning experience.

Boosting Education: The Future of DGBL and STEM Learning

In conclusion, this extensive review underscores the transformative potential of DGBL and the judicious use of game-design elements in STEM education. By incorporating game-design elements, this form of learning offers clear benefits. Subsequently, educators and game developers must work together, continuously innovating and adapting to the evolving learning landscape. With its potential to boost not just individual learner outcomes but the entire field of STEM education, DGBL stands as a promising frontier in STEM education.

 

 

 

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