The Effectiveness of Game-based Learning As An Instructional Strategy to Engage Students in Higher Education in Singapore
ARTICLE
Raymond Tham, University of Newcastle, Australia, Singapore ; Lesley Tham, RegCom International, Singapore, Singapore
International Journal on E-Learning, ISSN 1537-2456 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC USA
Abstract
The Internet Generation today is accustomed to multi-tasking, graphics, fun, and fantasy. Educators are finding it challenging to engage and motivate students with the traditional mode of teaching. They are increasingly seeking to tap the potential of game-based learning to engage and motivate learners. Game-based learning is also catching on in schools and higher education in Asia. Universities in Singapore are beginning to explore new ways to engage students in learning. This paper examines whether game-based learning is an effective instructional strategy for engaging students in higher education in Singapore. It will examine how game-based learning motivates and engages students and whether game-based learning is an effective instructional strategy for engaging students in higher education in Singapore.
Citation
Tham, R. & Tham, L. (2014). The Effectiveness of Game-based Learning As An Instructional Strategy to Engage Students in Higher Education in Singapore. International Journal on E-Learning, 13(4), 483-496. Waynesville, NC USA: Association for the Advancement of Computing in Education (AACE). Retrieved August 10, 2024 from https://www.learntechlib.org/primary/p/40444/.
© 2014 Association for the Advancement of Computing in Education (AACE)