More than just fun and games: The role of games in postsecondary education to support self‐regulated learning

نویسندگان

چکیده

In this chapter, we explore how faculty employ the use of gamification and game-based learning environments (GBLE) in postsecondary education. Gamification refers to game-design elements while digital education games. Both are increasingly popular instructional practices and, specifically examine their potential for supporting students’ self-regulated (SRL). Important academic success, SRL active, cyclical process intentionally directing one's metacognition, motivation, behavior achieve a goal. Findings from extant research on GBLEs conducted settings reported with connections processes throughout. Furthermore, review effects games varied learning, outcomes. Finally, conclude recommendations future practice, primary suggestion more explicitly addressing related learning.

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ژورنال

عنوان ژورنال: New Directions for Teaching and Learning

سال: 2023

ISSN: ['1536-0768', '0271-0633']

DOI: https://doi.org/10.1002/tl.20547