Implementation of Commercial-Off The Shelf (COTS) Digital Game-Based Learning (DGBL) in Higher Education
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摘要We have adopted the commercial-off the shelf (COTS) digital game-based learning (GDBL) approach in the teaching of the two general education foundation (GEF) courses. In this gamification approach, “quality is maximized by leaving the design of game play up to game designers and the design of learning up to teachers”. The game we used is called Civilization, which is a popular and acclaimed strategy video game series that allows one to make decision to build and to lead a nation to flourish in a simulated world. The game has received many awards internationally and has been used by other educators around the world as a learning tool. Based on our experience, playing the game can stimulate our students to think and integrate the various great ideas of humanities and sciences that they have learned in the two GEF courses. As there is insufficient class-time to introduce in-depth historical and social background of the classic texts, as an optional assessment, this game can allow students to learn more in their own outside class time. It also can increased students’ interest in the topics and resulted in reading more, not less, of the course materials. Moreover, in general, the game helps students to gain the 21st century skills, such as problem-solving skills, initiative in learning and technology literacy. With a well-established international network, playing this game even help students to connect to other participants of the rest of the world at home. We will share the experience of implementation and some preliminary evaluation results in this presentation.
著者Kiang Kai Ming
會議名稱Teaching and Learning Innovation Expo 2017
會議地點Hong Kong
關鍵詞Gamification, General Education

上次更新時間 2018-23-10 於 15:17