Abstract
Recognizing the motivating aspects of games (e.g., points, levels), it is becoming more and more widespread to incorporate game-like elements into everyday practices (e.g., exercising). In education, experimental schools are set up to engage students in “quests” for their learning. Some higher education instructors, especially those who teach courses related to games, are attempting to incorporate game principles into the course activities and assessments. This paper discusses how the author designed and conducted a master’s level course on Digital Game-Based Learning to immerse participants into its concepts and practices, and what lessons were learned from its first implementation.
Refereed
No