Can the Game-Based Learning Come? Virtual Classroom in Higher Education of 21st Century

Authors

  • Piroska Szegedine Lengyel University Milton Friedman

DOI:

https://doi.org/10.3991/ijet.v15i02.11521

Keywords:

Keywords - e-learning, experiential learning, gamification, gamification strategy, learning-management, gamified teaching-learning environment, gamified classroom, Learning Management Systems (LMSs), Moodle platform, pedagogical methods

Abstract


In recent years, the growing popularity of gamification in learning-organization has shown that it will become an integral part of both traditional and online education at different educational levels. Schools have begun to recognize the value of a successful gamification strategy in motivating students and stimulating the effectiveness of the learning process. The article presents a kind of game-based teaching-learning environment, a solution for integrating digital games into the learning-teaching process, linking theoretical and practical knowledge by the game through e-learning of accounting skills with special emphasis on the experiential learning method. The game-based virtual classroom presented in the present article has been working successful in higher education for several years, the number of the active students grown from semester to semester, the gamification becomes more and more popular in this level of the education, too.

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Published

2020-01-29

How to Cite

Szegedine Lengyel, P. (2020). Can the Game-Based Learning Come? Virtual Classroom in Higher Education of 21st Century. International Journal of Emerging Technologies in Learning (iJET), 15(02), pp. 112–126. https://doi.org/10.3991/ijet.v15i02.11521

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Section

Papers