The effects of digital games on student's learning experience: a review of literature / Mahathir Mahali …[et al.]

Mahali, Mahathir and Jamaluddin, Junaidah and Mohd Din, Norlaila and Ahmad, Mohamad Azmi Nias and Abdul Jabar, Faizan and Mohamad Fadzillah, Nur Syazwani (2016) The effects of digital games on student's learning experience: a review of literature / Mahathir Mahali …[et al.]. In: KONAKA Konferensi Akademik 2016 Pengkongsian Ilmu Dari Perspektif Islam, 30 November 2016, UiTM PAHANG.

Abstract

Today digital games have become an important part of "digital generation" who have grown up playing computer and video games and increasingly an important part of our culture as a whole. Despite many criticisms, there is now increasing interest in asking whether digital games might be offering a powerful new medium to support student's learning in the information age. Researchers and educators have started researching on how to apply games into classroom activities to foster and support the learning process. The purpose of this paper is to discuss the effects of digital games on student's learning based on a review of literature. Many of the researchers focus their attention on the effects of the games on student's motivation, enjoyment, interest, skills, academic performance, competitiveness, efficacy, teamwork, attitude, psychology and health. In addition, this paper will also highlight some of the barriers and challenges in using digital games within our current education system and within our existing modes of learning.

Metadata

Item Type: Conference or Workshop Item (Paper)
Creators:
Creators
Email / ID Num.
Mahali, Mahathir
mahathir241@pahang.uitm.edu.my
Jamaluddin, Junaidah
junaidahjamal@pahang.uitm.edu.my
Mohd Din, Norlaila
norliey@pahang.uitm.edu.my
Ahmad, Mohamad Azmi Nias
mohdazminias@pahang.uitm.edu.my
Abdul Jabar, Faizan
faizan@pahang.uitm.edu.my
Mohamad Fadzillah, Nur Syazwani
nsyazwani@pahang.uitm.edu.my
Subjects: L Education > LB Theory and practice of education > Educational technology
L Education > LB Theory and practice of education > Computers in education. Information technology
Divisions: Universiti Teknologi MARA, Pahang > Jengka Campus
Journal or Publication Title: KONAKA Konferensi Akademik 2016
Event Title: KONAKA Konferensi Akademik 2016 Pengkongsian Ilmu Dari Perspektif Islam
Event Dates: 30 November 2016
Page Range: pp. 212-215
Keywords: Barriers, digital games, effects, game-based learning
Date: 2016
URI: https://ir.uitm.edu.my/id/eprint/78521
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