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Game Selection Method for Game-Based History Learning
Author(s) -
Woo-Hyun Lee,
Won-Hyung Lee
Publication year - 2021
Publication title -
journal of contemporary educational research
Language(s) - English
Resource type - Journals
eISSN - 2208-8474
pISSN - 2208-8466
DOI - 10.26689/jcer.v5i10.2404
Subject(s) - selection (genetic algorithm) , mathematics education , class (philosophy) , set (abstract data type) , computer science , game based learning , game mechanics , face (sociological concept) , order (exchange) , artificial intelligence , psychology , sociology , social science , finance , economics , programming language
Games that are used in research on game-based learning and serious games that are used for education are usually exclusive, making it difficult for teachers to attempt new methods in education. According to the data published in 2009 by the European Schoolnet (EUN), a network of European Ministries of Education, most of the problems that teachers face when using games in class are related to game selection. Based on the aforementioned data, this study presents a set of criteria for selecting games in order to solve the inconvenience experienced by teachers. The games, which are used as teaching materials for game-based learning, have been replaced with commercial games that are easily purchased, rather than serious games that are difficult to obtain the licensing. Based on the criteria, two games were selected in this study and the classes were conducted at the educational site. Compared to the group trained with textbooks, it has been confirmed that the effect of game-based learning was sufficient. In addition, five out of ten problems that teachers face were resolved.

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