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Digital Game-Based Learning

Shaprio's article states that digital game-based learning (DGBL) is using digital video games as a tool in the classroom. This term often gets mixed up with “gamification”. Gamification is when educators replace grades with levels, or play-based activities that focus on process over product, or social skills. DGBL moves away from drilling, quizzing, and memorization.

Digital game-based learning should have a place in ECE settings, as long as the game/app chosen is educational, engaging, and entertaining. DGBL encourages children to problem solve, individually or with others, which then creates deeper, meaningful connections. Jason Nolan, professor from Ryerson University, says digital game-based learning can also support collaboration, communication, experimentation, and the exploration of identities. When children are unable to complete a task or level in a digital game, they are required to come up with different strategies in order to succeed. Traditional instructional learning is often teacher led, whereas DGBL is directed by children themselves. Lastly, DGBL promotes autonomy, open-ended play, and intrinsic interests. Interest drives participation; therefore it is important to allow children to express their opinions about their learning.

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