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Defining Digital Game-Based Learning for Science, Technology, Engineering, and Mathematics: A New Perspective on Design and Developmental Research

In the modern age, digital games are widely used as informal media for Science, Technology, Engineering, and Mathematics (STEM) education and medical therapy for game-based learning. Digital games provide learners with a graphical system of interaction that enhances scientific concepts within an enj...

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Detalles Bibliográficos
Autores principales: Ishak, Shahrul Affendi, Din, Rosseni, Hasran, Umi Azmah
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7935654/
https://www.ncbi.nlm.nih.gov/pubmed/33605885
http://dx.doi.org/10.2196/20537
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author Ishak, Shahrul Affendi
Din, Rosseni
Hasran, Umi Azmah
author_facet Ishak, Shahrul Affendi
Din, Rosseni
Hasran, Umi Azmah
author_sort Ishak, Shahrul Affendi
collection PubMed
description In the modern age, digital games are widely used as informal media for Science, Technology, Engineering, and Mathematics (STEM) education and medical therapy for game-based learning. Digital games provide learners with a graphical system of interaction that enhances scientific concepts within an enjoyable environment. The vastly increasing number of digital games produced in the market affects the quality of STEM digital games while requiring multidisciplinary expertise. This paper proposes a framework for STEM digital game-based learning encompassing input-process-output stages. Several studies from the early 2000s onward were reviewed to discuss and present a new perspective on a framework for the design and development of digital games, particularly for STEM. This proposed framework consists of digital game development as input, experience as a process, and constructs as output. This simple and precise framework will generate a universal product for various types of learners. It can thus be used as a guideline for game designers, developers, and experts to develop STEM digital games and achieve better learning outcomes.
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spelling pubmed-79356542021-03-08 Defining Digital Game-Based Learning for Science, Technology, Engineering, and Mathematics: A New Perspective on Design and Developmental Research Ishak, Shahrul Affendi Din, Rosseni Hasran, Umi Azmah J Med Internet Res Viewpoint In the modern age, digital games are widely used as informal media for Science, Technology, Engineering, and Mathematics (STEM) education and medical therapy for game-based learning. Digital games provide learners with a graphical system of interaction that enhances scientific concepts within an enjoyable environment. The vastly increasing number of digital games produced in the market affects the quality of STEM digital games while requiring multidisciplinary expertise. This paper proposes a framework for STEM digital game-based learning encompassing input-process-output stages. Several studies from the early 2000s onward were reviewed to discuss and present a new perspective on a framework for the design and development of digital games, particularly for STEM. This proposed framework consists of digital game development as input, experience as a process, and constructs as output. This simple and precise framework will generate a universal product for various types of learners. It can thus be used as a guideline for game designers, developers, and experts to develop STEM digital games and achieve better learning outcomes. JMIR Publications 2021-02-19 /pmc/articles/PMC7935654/ /pubmed/33605885 http://dx.doi.org/10.2196/20537 Text en ©Shahrul Affendi Ishak, Rosseni Din, Umi Azmah Hasran. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 19.02.2021. https://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in the Journal of Medical Internet Research, is properly cited. The complete bibliographic information, a link to the original publication on http://www.jmir.org/, as well as this copyright and license information must be included.
spellingShingle Viewpoint
Ishak, Shahrul Affendi
Din, Rosseni
Hasran, Umi Azmah
Defining Digital Game-Based Learning for Science, Technology, Engineering, and Mathematics: A New Perspective on Design and Developmental Research
title Defining Digital Game-Based Learning for Science, Technology, Engineering, and Mathematics: A New Perspective on Design and Developmental Research
title_full Defining Digital Game-Based Learning for Science, Technology, Engineering, and Mathematics: A New Perspective on Design and Developmental Research
title_fullStr Defining Digital Game-Based Learning for Science, Technology, Engineering, and Mathematics: A New Perspective on Design and Developmental Research
title_full_unstemmed Defining Digital Game-Based Learning for Science, Technology, Engineering, and Mathematics: A New Perspective on Design and Developmental Research
title_short Defining Digital Game-Based Learning for Science, Technology, Engineering, and Mathematics: A New Perspective on Design and Developmental Research
title_sort defining digital game-based learning for science, technology, engineering, and mathematics: a new perspective on design and developmental research
topic Viewpoint
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7935654/
https://www.ncbi.nlm.nih.gov/pubmed/33605885
http://dx.doi.org/10.2196/20537
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