Overview of research on digital games in Vietnam and the world
Defining digital games for learning
To effectively explore the concept of digital games, it is essential to first clarify the term "digital" before tackling the more intricate definition of "game." The challenge lies in the absence of a universally accepted definition of a game, as interpretations vary significantly across different disciplines For instance, perspectives from footballers, mathematicians, computer programmers, and psychologists can lead to diverse understandings of what constitutes a game.
In this article, I aim to clarify the concept of digital activities without delving too deeply into semantics By "digital," I refer to the use of electronic devices, whether online or offline, including desktop and laptop computers, game consoles, handheld devices, mobile phones, and digital audio players These digital elements can play a central role in gaming or serve as supplementary aspects of a broader gameplay experience Understanding the range of digital activities is crucial for my research.
Defining a game proved challenging, as distinguishing between various activities and identifying what qualifies as a game is not straightforward I realized that even within specific fields, definitions often vary, highlighting the complexity of the concept of a game.
Defining a game has long been a challenge for philosophers, with Wittgenstein (1976) asserting that a single definition is unattainable, yet precise classification is not essential for effective study While I concur with this notion, I believe it is beneficial to clarify what I mean by "game" in the context of learning Not all games share identical traits; however, the more characteristics an activity exhibits, the more it can be considered game-like This flexible definition seeks to encompass a broad spectrum of game-like activities that share common features with traditional games.
Teaching with digital game
Warm-ups and lesson incentives have long been essential tools for initiating classroom lessons, taking various forms such as conversations, admission tickets, Q&A sessions, films, demonstrations, or experiments to engage students Educators can start classes with digital games, allowing 10 to 15 minutes for students to grasp gaming objectives while connecting prior knowledge to learning goals This unstructured playtime encourages exploration, reflection, and learning, with instructors observing and supporting students as needed To assess understanding, teachers can follow up with activities like discussions, creative writing, journaling, blogging, multimedia projects, or simulations, while also considering that students may progress at different rates and require transition time.
Games can serve as effective tools for engaging students who are either waiting for assistance or have completed their work early, providing enrichment and intervention without isolating them from their peers Digital gaming often mirrors real-world scenarios, allowing students to experiment, fail, and reflect in a way that traditional lessons may not The educational process is typically structured with a variety of instructional events, including discussions, projects, and multimedia activities, and games can easily fit into this framework Short, accessible games can replace conventional paper-and-pencil tasks, enabling teachers to facilitate learning while circulating the classroom, asking questions, and guiding students in understanding the game's objectives After gameplay, reflection sessions help students connect past and future lessons By incorporating game-based learning, we tap into the natural inclination of children, especially those raised in the digital age, to learn through play and exploration.
To effectively motivate children to learn, we should provide them with opportunities to solve problems, build connections, experiment, set goals, and persist through discovery Although play-based learning is commonly implemented in early education, its application is less frequent in higher elementary and secondary education settings.
Secondary instructors can enhance play-based learning by incorporating a pre-game anticipation activity that engages students and draws on their prior knowledge This brief exercise may include true-false or multiple-choice questions, or a quick journal write-up, allowing students to work individually or in small groups As they participate in the game, learners will explore these questions and formulate their own conclusions Following the game, it's essential to encourage reflection as students revisit the initial questions, promoting deeper understanding and critical thinking.
Figure 1 Using digital games to educate as a model
There are various methods to integrate computer games into educational courses, and this section outlines six effective instructional approaches While numerous variations exist, these models provide a comprehensive overview of available options The choice of which methods to implement depends on criteria discussed earlier, along with the specific rules and quality assurance processes of each institution Factors such as scheduling, instructional modes, location, and evaluation will influence how effectively these models can be applied in different scenarios Understanding the concept of Models of Teaching is essential for successful integration.
1 Acquaint yourself with the idea of Teaching Models
2 Acquire an understanding of the many critical components of Models Teaching via the use of a digital game
3 Amass knowledge of different teaching models families
The traditional concept of education involves designing environments that facilitate learning, where students gain knowledge through interaction and exploration Teaching models serve as representations of the educational setting, highlighting the roles of instructors and students during the lesson These instructional models encourage active student participation in the learning process.
Figure 4 Instructional models allow students to participate in strong cognitive and social tasks
Teaching encompasses a variety of cognitive and social tasks designed to help learners effectively utilize their skills It refers to customized educational programs grounded in learning theories, serving as a comprehensive roadmap for curriculum development, instructional material design, lesson planning, and defining the roles of instructors and students Teaching models describe the learning environment and the instructor's behavior within that framework, functioning as prescriptive methods to achieve educational objectives These models facilitate the acquisition of knowledge, concepts, skills, values, and modes of self-expression, ultimately teaching students how to learn The most significant long-term outcome of effective teaching is the enhanced ability of students to learn more quickly and efficiently.
Main concepts of teaching young learners with digital games
Learning objectives
Students must grasp the learning objectives and their significance, understanding how these goals relate to previous lessons and the overall course aims Simply presenting goals is insufficient; educators should engage students in meaningful discussions, allowing them to articulate their understanding Additionally, goals and outcomes should be tailored to each learner, enabling them to identify their current level and the steps needed for progression, ideally linked to subject standards Setting high expectations and fostering confidence is essential, and success criteria should be clearly communicated to ensure students are aware of how to achieve their objectives.
12 maximum involvement and to allow them to be clear about what success will look, feel, and sound like [14] (M Densombe, 2002)
An illustration from a computer game Lesson on Functional Skills
Objective: To demonstrate the strength of various kinds of digital games Outcomes: Will you be able to pick up new skills?
1 Acquaint yourself with the advantages of game-based learning
2 Be cognizant of the successful use of digital games as a form of instruction
3 Be familiar with digital games that may be used in the classroom as a learning resource and their anticipated educational advantages
4 Recognize the distinctions between digital game genres and their educational value
5 Recognize the prerequisites for effective usage of digital games for learning
6 Recognize how to determine if a digital game is appropriate for the classroom
7 Recognize and adhere to digital game ratings and requirements
8 Understand how to arrange a classroom for a play session
9 Recognize and practice healthy and safe gaming behaviors
10 Understand how to conduct a post-game debriefing session
11 Recognize ways to optimize knowledge transfer so that information gained during the game may be re-used by students later
12 Recognize how to utilize digital games as a springboard for discussing difficult topics
• Alternate between formal and casual digital games (Entry level)
• Demonstrate how to use and play a suitable digital game (Level 1)
• Teach people how to use a variety of online and offline techniques that are suitable for a variety of audiences (Level 2)
Learning goals, also known as learning outcomes, are clear and concise statements that outline what learners will achieve by the end of a lesson based on the teaching and activities provided These goals can focus on knowledge, skills, or attitudes It's essential to identify what students should be able to demonstrate after mastering a concept, as this will guide the preparation of relevant assignments and activities To enhance clarity, replace passive phrases like 'to know' or 'to comprehend' with active verbs that reflect measurable outcomes.
When writing, it is essential to use clear and measurable verbs such as 'state', 'explain', 'outline', 'play', or 'describe' According to C Robson (2002), avoiding subjective and difficult-to-measure verbs like 'comprehend', 'understand', 'appreciate', and 'learn' is crucial, as they can lead to ambiguity in communication Instead, focus on precise language that conveys your message effectively.
Teaching young learners with digital games
This article serves as a practical guide for teachers interested in integrating digital games into their classrooms, providing essential background knowledge on the educational benefits of these tools By reading this resource, educators will be equipped to make informed decisions regarding the selection and use of digital games, thereby maximizing their advantages in the learning environment It introduces the instructional application of digital games and includes references to valuable resources such as articles, websites, and books for further exploration and ideas.
After reading this section on why digital games are used for education, you should be able:
1.Understand the need of promoting and implementing healthy and safe gaming practices
2 Understand how to conduct a post-game debriefing session
3 Recognize ways to optimize knowledge transfer so that students may re- use information gained during the game later
4 Recognize how to utilize digital games as a springboard for discussing difficult topics
Not all digital educational games are created equal, as many lack academic rigor and quality despite the abundance of titles available Terms like Quizlet and Kahoot represent games that often prioritize entertainment over effective learning, disguising repetitive skill drills as engaging activities While these games may appear appealing, they can mislead players regarding their educational value In contrast, the best learning games emulate effective teaching practices, fostering genuine enthusiasm for learning rather than merely compelling student engagement.
Why use digital games for learning?
Today's classrooms are significantly different from those of 30, 20, or even
Digital game-based learning has emerged as a popular teaching method in classrooms over the past decade, thanks to advancements in technology This approach significantly influences both teaching strategies and student learning experiences Research indicates that children typically spend 2-4 hours daily engaging with video games, highlighting the relevance of integrating gaming into educational practices.
15 comparable gameplay in the classroom has been shown to improve engagement and overall learning in subjects like English or Math!
According to my observations, 80 percent of instructors currently use digital games to supplement teaching [17] (C Bateman (Ed.), 2007)
Digital game-based learning and gamification are two distinct teaching methods that incorporate gaming concepts into education Digital game-based learning combines classroom instruction with educational gaming, allowing teachers to introduce new concepts and demonstrate their applications Subsequently, students engage with these concepts by practicing them through digital games, enhancing their learning experience.
Gamification involves integrating game-like elements such as leaderboards, levels, and points into lectures to enhance student engagement in subjects that may otherwise be unappealing By focusing on activities that students often find unenjoyable, gamification aims to boost their attention and improve their overall understanding of fundamental concepts.
Incorporating digital game techniques into classroom instruction enhances student engagement and learning outcomes, with teachers reporting improved grades among those who utilize these strategies Digital games effectively bolster children's English and math skills, helping to build comprehension When students struggle in core subjects like English, science, or math, they often experience anxiety and a loss of confidence However, digital games can identify individual strengths and weaknesses, allowing students to practice at their own pace and alleviate these challenges By leveraging the extensive resources available on digital platforms, educators can achieve positive results when these tools are properly implemented.
Children enjoy a variety of games, including board games, card games, outdoor activities, and computer games Integrating games with education, through methods like game-based learning and digital game-based learning, has proven to enhance student engagement, motivation, and academic performance Although further research on digital games is needed to establish best practices in the classroom, this teaching approach is increasingly popular due to its benefits, particularly in subjects like English and math Educators can leverage technology and digital games to enrich their teaching methods and support every child's success in school.
Model teaching with digital games
The followings are the primary and secondary features of an effective instructional model:
1 Each model was developed in accordance with a specific theory of learning
2 Constructing a favorable learning environment in the classroom
3 Interaction between instructor and pupils that is effective
4 Utilization of suitable techniques with forethought
5 The educational process is organized methodically, sequentially, and rationally
6 Teachers and students have distinct and defined responsibilities
7 There is much potential for supplementary content
8 Assure that the whole class participates actively
9 It increases pupils' aspirations, drive, and enthusiasm for studying
10 Each model helps to develop and improve the student's cognitive structure.
Principles of teaching with digital games
Figure 5 Various methods may be used in conjunction with learning theories
Educational concepts and instructional design play a crucial role in developing instructional materials that help learners achieve their goals These concepts are integral to creating school curricula and training programs Various methods, aligned with contemporary learning theories, ensure effective learning outcomes Educational theories can be categorized into cognitivist, behaviorist, and constructivist approaches In behaviorist methods, learners are conditioned to respond to stimuli rather than taking direct responsibility for their learning Cognitivist theories emphasize the importance of an internal knowledge map that must be updated based on external experiences, highlighting cognitive processes such as the transfer effect, where prior knowledge influences new learning Lastly, constructivist theories propose that knowledge is gained through interactions with the environment and peers.
Learners enhance their knowledge through trial and error, leveraging their past and present experiences While many digital games were initially designed for entertainment rather than educational purposes, they often incorporate established educational concepts naturally.
Digital games are characterized by high levels of involvement, defined objectives, ongoing challenges, and strong engagement, which educators have linked to effective learning environments These games embody elements of behaviorist, cognitivist, and constructivist theories, with modern titles favoring a constructivist approach due to their complexity and collaborative nature Players can generate and test new ideas, adapting their knowledge and skills in the process Advanced digital games, featuring 3D environments, sophisticated AI, and realistic physics, create immersive simulations that respond to player actions Learning in digital games can be assessed using established models like Quizlet, Kahoot, or Baamboozle, demonstrating a cycle of acceptance where students refine their understanding through active experimentation, tangible experiences, reflective observations, and abstract conceptualizations.
The learning cycle in digital games mirrors the game learning cycle, where players initially face a challenge or failure, prompting them to reflect on its causes This reflection leads to the formulation of hypotheses regarding the failure's source, followed by the development of strategies to address the issue Players then test and assess these strategies, gaining independence as their skills improve and receiving diminishing support over time.
1998) Gradually, learners' autonomy and metacognitive abilities are enhanced This concept also applies to digital games, which often have a
Digital games offer a low learning curve, making them accessible for beginners and allowing players to gradually understand game principles To succeed, players must develop new skills and take responsibility for their learning This engaging nature of digital games not only captivates young learners but also serves as a powerful tool for educators to enhance motivation and make learning more enjoyable.
The reality of teaching with digital games
Digital games offer significant educational benefits by enhancing cognitive, spatial, and motor skills, while also developing ICT competencies They effectively teach facts, principles, and complex problem-solving, fostering creativity through realistic simulations that are often difficult to replicate in real life Furthermore, digital games provide a safe environment for conducting experiments that may be hazardous in reality, such as those involving toxic substances Although not all digital games are explicitly designed for educational purposes, they inherently possess learning characteristics that challenge and advance learners' technological skills For instance, educators are increasingly using Game Maker, a user-friendly game engine, to create digital games that align with their curricula and enhance students' programming abilities Additionally, digital gaming technology is widely employed for motivational cognitive training, as players must acquire knowledge and collaborate to progress in the game Ultimately, digital games create challenging environments where players learn from mistakes and gain valuable experience, making them particularly beneficial for students.
Students with a pragmatic approach often prefer experimentation over rote learning, which can enhance their understanding of challenging or uninteresting subjects Digital games promote genuine user collaboration, resembling collaborative learning environments where players share knowledge and learn from each other By encouraging the formation of teams or guilds that compete against one another, multiplayer digital games effectively foster both competitiveness and cooperation among players.
Digital games like Quizlet and Kahoot foster teamwork and communication among participants, enhancing learning through peer interaction These platforms can boost self-esteem and encourage social engagement when properly monitored Players experience a range of emotions—such as joy, empathy, frustration, and triumph—creating an immersive experience that keeps them engaged Emotional experiences during gameplay can enhance memory retention, as emotions linked to content resonate with learners Furthermore, digital games can build players' confidence by ensuring their success, adapting to their skill levels, and providing dynamic feedback on their progress However, the development of such sophisticated systems often incurs high costs.
A constructivist approach to learning, emphasizing hands-on experiences, highlights the effectiveness of simulations for learners to explore and learn from their mistakes Modern learning environments, characterized by virtual reality and collaboration, allow individuals to gain insights not only from their own experiences but also from their peers This inherent collaborative nature makes these environments a valuable complement to traditional teaching methods.
This thesis aims to offer a practical foundation for those interested in integrating computer games into higher education learning It expands beyond the typical perception of online games, highlighting their application across diverse environments, including traditional classrooms and online virtual worlds The research emphasizes various game genres that are particularly effective in enhancing learning experiences at the higher education level.
This thesis is designed for those interested in the intersection of games and education, including educators, e-learning developers, and academics It provides theoretical foundations alongside practical advice and examples, aiming to empower readers to leverage game-based learning concepts to enhance student experiences through technology.
This thesis explores the integration of pedagogical, practical, and technological elements in learning through digital games Readers are not expected to become experts in learning theories or possess advanced technical skills; rather, the focus is on developing the ability to thoughtfully consider the role of technology in education The core philosophy of this thesis emphasizes the importance of understanding the underlying principles of technology use By the end of the reading and activities, readers should be inspired with innovative ideas for effectively incorporating digital games to enhance teaching, learning, and assessment.
This thesis presents research-backed recommendations for incorporating digital games into real-world teaching and learning environments While the current evidence in higher education is limited, there are notable examples, and I anticipate that the research base will grow Although primarily focused on higher education, this thesis also draws on relevant examples from children's education, further education, informal learning, training, and adult learning The techniques and tools discussed can be adapted across various contexts, acknowledging the differences among learners in higher education and other sectors My experience is rooted in higher education, with most examples and case studies sourced from this field, though I have included insights from other areas where applicable.
Learning with digital games embraces a constructivist approach, emphasizing active participation where students learn by doing rather than merely absorbing information This method encourages learners to develop their own understanding through collaboration and interaction with peers While some computer games have been effectively utilized in traditional instructional models within higher education, the true potential of digital games lies in their ability to create active learning environments that foster higher-level skills, including analysis, application, and evaluation.
It is worthwhile to emphasize early on that, although the advice included in this thesis is founded on solid data and experience, it will not apply to
This thesis emphasizes the importance of using digital games in educational settings with careful consideration of the specific student group, teacher expertise, and subject matter It provides a comprehensive pedagogical framework to help educators effectively integrate computer games into their teaching practices or identify alternative learning methods Readers can explore the thesis in its entirety for a broad understanding of digital game-based learning in higher education, or focus on specific chapters and exercises designed to aid in selecting and implementing suitable games The work is divided into three main sections: pedagogical theory, practical application, and relevant technologies, each serving as a standalone introduction to its topic Each chapter concludes with a summary of key points, and the thesis includes contextualized examples and extended case studies available on the accompanying website This focused exploration of digital games in higher education fills a gap in existing literature, which often concentrates on younger learners or training contexts.
In my view, the potential of digital games for supporting active and contextualized learning in higher education is often overlooked Unlike the extensive research on game-based learning for children, which primarily focuses on skills training and factual recall, the application of digital games in higher education requires a distinct approach As an educator and researcher, I believe that the arguments for using games in other educational contexts do not always apply to university students, limiting our exploration of digital games' true potential It is crucial to recognize the differences between educational sectors to make informed decisions about game implementation The methods suitable for younger learners or drill-and-practice environments differ significantly from those needed for higher-level learning at universities This understanding forms the foundation of my appreciation for educational computer games.
DESIGNING A MODEL OF TEACHING WITH DIGITAL
Characteristics of teaching English in secondary/ high school Sitemap
When utilizing gamedigital.yangyinhouse.com as a challenge, students engage in independent play, concentrating on enhancing their scores Educators can choose to disable the timer to allow students to focus solely on answering questions, or enable it to develop quick-response skills in areas like arithmetic Moreover, the platform permits students to revisit questions until they achieve the correct answers, making it an excellent resource for pre-test preparation.
Figure 5 illustrates that specific learning instruments, such as digital games, are effective for acquiring knowledge and developing skills essential in the information society, potentially leading to long-term benefits While games can facilitate the learning of specific content, they also leave a lasting impression on learners, highlighting the importance of integrating digital games into teaching models Additionally, many computer applications, particularly games, emphasize visual information processing over verbal, enhancing the overall learning experience.
Figure 4 Game-based learning in teaching techniques
HTML (Hypertext Markup Language)
HTML, or Hypertext Markup Language, is a programming language essential for creating and organizing the various elements of a website It is commonly utilized for structuring content such as paragraphs, headings, links, and block quotes.
A website consists of multiple subpages, each represented by its own HTML file It's important to note that HTML is not a programming language and does not support dynamic functions Instead, similar to Microsoft Word, HTML is primarily used for structuring and formatting web pages When combined with CSS and JavaScript, HTML forms a robust foundation for the online environment.
HTML, originally developed by Tim Berners-Lee at CERN, has evolved into an Internet standard managed by the World Wide Web Consortium (W3C) For the most up-to-date information on HTML, you can visit the W3C website at any time.
Figure 5 Designing a model of teaching with digital games
Environment game contact Quizlet check Math
Figure 6 Integrate games in teaching methods
The first version of HTML appeared in 1991, including 18 HTML tags HTML version 4.01 was published in 1999 The developers then replaced HTML with XHTML in 2000
In 2014, HTML was enhanced to the HTML5 standard, introducing numerous tags designed to clearly define content types, such as , , and .
The Mozilla Developer Network notes that the HTML Element Reference features over 140 tags, though some have been discontinued due to lack of support in modern browsers Utilizing a website focused on figure 6 can effectively replace traditional instruction methods, enhancing student engagement To deepen understanding, encourage students to articulate the reasoning behind each correct answer before moving on.
HTML documents, which have an html or htm file extension, can be viewed using modern web browsers like Google Chrome, Firefox, and Safari These browsers interpret HTML files and convert them into visual content, allowing users to easily view and comprehend the information presented on the Internet.
Educators will appreciate the chance to showcase their knowledge through various HTML documents, including the home page, blog page, and contact page, each represented by its own HTML file These documents utilize a series of tags, or elements, which form a structured layout akin to a directory tree, comprising headings, sections, paragraphs, and additional content blocks Most HTML elements are defined by an opening tag and a closing tag, following the format Understanding the advantages and disadvantages of HTML is essential for effective web development.
HTML has many advantages However, it still has some minus points Let Mat Bao learn in detail the advantages and disadvantages of this programming language Advantages of HTML
HTML is used to create the layout and structure of the website It has the following advantages:
* There are many support resources with a huge user community
* Can work smoothly on almost any browser today
* Learning HTML is quite simple
* The markup used in HTML is usually short, with high consistency
* Use an open-source, completely free
* HTML is a web standard operated by W3C
* Easy to integrate with backend languages (e.g.: PHP, Node.js…) disadvantages of HTML?
Besides advantages, HTML also has certain disadvantages As follows:
* Only applied mainly to the static web If you want to create dynamic features, you must use JavaScript or a 3rd party backend language (eg PHP)
* Each HTML page needs to be created separately, even if there are many duplicate elements such as header, footer
Controlling how browsers interpret and display HTML files can be challenging, as older browsers may not support newer tags Consequently, even if an HTML document utilizes these modern tags, it may not be rendered correctly by all browsers.
* Some browsers are slow to update to support new HTML features.
CSS (Cascading Style Sheet)
CSS is a language for styling web pages – Cascading Style Sheet language
CSS is utilized to style elements in markup languages like HTML, allowing web writers to manage the formatting of multiple web pages simultaneously, thereby saving time and effort It separates the visual presentation of a web page from its core content by controlling aspects such as layout, colors, and fonts.
CSS, created by the W3C (World Wide Web Consortium) in 1996, was introduced to address the limitations of HTML, which is primarily intended for marking up content rather than formatting web pages While HTML allows for basic site bookmarking, it lacks the capabilities needed for effective web page design and layout.
The introduction of the tag in HTML version 3.2 created significant challenges for programmers due to the variety of fonts, background colors, and styles on websites This complexity made rewriting website code a lengthy and difficult task To address these issues, the W3C developed CSS, providing a more efficient solution for web design.
HTML and CSS are closely interconnected, with HTML serving as the foundational markup language for a website, while CSS defines its visual style and interface Together, they create a seamless and cohesive web experience, making them essential and inseparable components of web development.
CSS is not possible in theory, but then the website will be more than just a page containing text and nothing else What are the advantages of CSS?
The difference between a site with CSS and without it is easy to spot
You've probably seen it when the website doesn't load fully and only has a white background and text, it's only black and blue
Before using CSS, all CSS styles need to be included in the HTML markup That means you need to separate to define elements like background, font colors, alignment, etc
CSS allows you to style elements in a separate file, enabling you to apply styles before integrating the CSS with your HTML This approach enhances the clarity and manageability of your HTML markup.
In short, with CSS you don't need to repeat the descriptions for each section bar It saves time, shortens the code so you can control errors more easily
CSS lets you have multiple styles on an HTML web page, so the possibilities for page customization are almost limitless
JavaScript has been the most popular programming language in the world for the past 20 years It is also one of the 3 main languages of web programming:
1 HTML: Help you add content to the website
2 CSS: Design format, layout, style, alignment of the website
3 JavaScript: Improve the way the website works.
JavaScript
JavaScript, originally developed by Brendan Eich at Netscape in September 1995, was initially called Mocha, then renamed to Mona and Live Script before finally becoming the widely recognized JavaScript.
Initially, the language was restricted to Netscape and offered only basic features; however, it evolved significantly over time, largely due to the ongoing contributions from a dedicated community of programmers.
JavaScript, officially known as ECMAScript since 1996, has undergone significant evolution over the years, with ECMAScript 2 released in 1998 and ECMAScript 3 in 1999 Today, JavaScript is a versatile language that operates seamlessly across all browsers and devices, from mobile to desktop.
Since its inception, JavaScript has evolved significantly, achieving a remarkable 92% usage across websites by 2016 Over two decades, it has transformed from a simple programming language into an essential component of a web developer's toolkit If you've browsed the internet, chances are you've interacted with JavaScript Its numerous advantages, particularly in practical applications, position it as a leading choice among programming languages.
Here are just some of the benefits of JavaScript:
1 You don't need a compiler because the web browser can compile it with HTML;
2 It is easier to learn than other programming languages;
3 Errors are easier to detect and therefore easier to correct;
4 It can be mounted on some website element or website event such as through mouse click or hover;
5 JS works cross-browser, cross-platform, etc.;
6 You can use JavaScript to check the input and minimize manual checking when accessing the database;
7 It helps the website to interact better with visitors;
8 It's faster and lighter than other programming languages
Every programming language has its shortcomings, and as languages like JavaScript gain popularity, they also attract hackers and malicious individuals seeking security vulnerabilities to exploit Key disadvantages include potential security flaws that can be targeted by scammers and other harmful actors.
2 Can be used to execute malicious code on the user's computer;
3 Sometimes not supported on all browsers;
5 May be deployed differently from device to the device resulting in inconsistency
JavaScript is a versatile client-side programming language that can be embedded directly into web pages or linked through separate JS files, allowing scripts to be processed on the user's machine instead of the server It's important to consider how your website functions without JavaScript, as popular web browsers offer users the option to disable it One of the key reasons for JavaScript's popularity is its flexibility, making it the primary choice for many programmers who may only resort to other languages for specific needs.
Look at the most popular programming languages below:
JavaScript (JS) enhances website interactivity by executing in the user's browser rather than on the server By utilizing third-party libraries, it allows developers to incorporate additional functionality without the need to write extensive code from the ground up.
HTML, or Hypertext Markup Language, is a fundamental programming language widely used for creating web pages It serves as the backbone of web content, utilizing various tags such as
for paragraphs and for images to structure and display information effectively.
PHP is a server-side scripting language distinct from JavaScript, which operates on the client side Widely utilized in PHP-based content management systems like WordPress, it excels in back-end programming, facilitating efficient communication between applications and databases.
CSS, or Cascading Style Sheets, enables webmasters to define styles for various types of content efficiently Instead of manually styling each HTML element and risking repetition, CSS allows for a streamlined approach to apply consistent styles across multiple elements throughout a website.
TEACHING EXPERIMENT AND ASSESSMENT
Purpose of teaching experiment and assessment
Education and technology play vital roles in human development, with digital games enhancing individual talents and fostering creativity Technology allows for the effective application of knowledge and skills acquired through education Innovative teaching methods are continuously emerging, and student-centered approaches have proven to be more effective in today’s educational landscape.
The term 'digital game' primarily pertains to younger generations, highlighting their ability to leverage digital technologies for information acquisition and sharing To be technologically literate, individuals need advanced critical thinking skills, including investigation, inquiry, problem-solving, and decision-making As the current generation is adept with technology, they engage daily with digital tools such as computers, mobile phones, and games Providing students with appropriate technological tools and engaging activities enhances their technological literacy, boosts academic performance, and fosters greater motivation.
Technological advancements have expanded knowledge and introduced new perspectives, leading to a growing integration of technology in education This focus on technology aims to enhance 'computer and media literacy' among students and educators, empowering them to navigate online learning effectively and without technical challenges.
Content of teaching experiment and assessment
Despite the fact digital educational games demonstrate great potential of evolving and becoming integrated in teaching and learning, their
The effective use of digital educational games in the classroom requires teachers to focus on content, structure, and design to enhance learning quality and student engagement Teachers must creatively integrate game-based learning into their teaching methods, as school curricula often lack specific guidelines for implementing these games It is crucial to blend games with discussions and supplementary activities, avoiding sole reliance on technology to prevent confusion Furthermore, digital game-based learning (DGBL) should be complemented with other educational resources to facilitate knowledge transfer and application across various fields In this collaborative environment, the roles of teachers, computers, and learners are interconnected, each fulfilling distinct functions in the educational process.
Method of teaching experiment
The methodological foundation for this research was a case study technique
To enhance teacher motivation, it is essential for educators to demonstrate genuine support and concern for every student, actively engaging with their ideas and experiences By fostering a caring atmosphere and showing sensitivity and kindness, teachers can significantly improve the emotional climate of the classroom In contrast, negative approaches such as threats, sarcasm, and imposed goals can lead to detrimental affective experiences for students, undermining their motivation and engagement.
Understanding student interest in a topic is crucial for enhancing engagement When subjects resonate with students' passions, they are more inclined to invest time in thoughtful discussions and creative exploration Connecting learning to real-world experiences significantly enriches the educational process.
Differentiating instruction by student interests is a crucial learning technique that enhances understanding of core concepts, often hidden from view like wearing a blindfold When teachers thoughtfully plan content, processing, and products, they can illuminate these invisible concepts for learners Additionally, collaborative learning experiences foster teamwork and create an enjoyable environment, where students not only work together but also support one another, particularly during challenging tasks, leading to a more engaging and effective educational experience.
Teachers guide students in understanding new concepts, which they then reinforce through engaging digital games This approach strikes a harmonious balance between traditional classroom instruction and interactive educational gameplay Students have the flexibility to access these games on their computers or mobile devices, both in the classroom and beyond.
As a preservice student, utilizing the gamedigital.yangyinhouse software enhances your ability to track student engagement and fosters a greater interest in classroom activities This interactive platform offers Math Games and an environmental game, requiring students to click on two sections to participate, thereby promoting active learning and engagement.
I aim to develop enjoyable and engaging games that inspire players to excel in mathematics These games are designed to align with varying skill levels, emphasizing the importance of understanding and practicing fundamental mathematical concepts as part of the gameplay strategy By incorporating math into gaming, players can enhance their critical thinking and mental agility.
Using abstraction and logic, mathematics developed from counting, calculation, measurement, and the systematic study of the shapes and motions of physical objects
The initiative will feature the song "It Depends on Your Actions," aimed at encouraging students and the community to enhance awareness about garbage collection and waste classification at the source Together, we can protect and promote a green, clean, and beautiful environment.
Students practice WASTE DISPOSAL Types of waste should be classified for reasonable treatment, avoiding pollution, and reusing useful components in waste
Students can utilize their smartphones or laptops to engage with the 'gamedigital.yangyinhouse' platform for classroom activities I consistently incorporate this website into my experiments, as it provides an interactive learning experience By clicking "play now," users access a new window to respond to questions, which can be answered individually or collaboratively The Q&A section fosters close friendships among students while enhancing their foundational knowledge.
The Exercise QUIZ challenges your understanding of waste management and classification, featuring six questions, each with three answer options and one correct choice This interactive quiz educates students on the importance of waste categorization and the current systems in place for effective trash classification.
In this lesson, vibrant green mushrooms display various numbers accompanied by voice instructions Your objective is to select the largest number supported by the mushrooms If you make an incorrect choice, the mushrooms will fall, but if you choose correctly, the screen will transition to another number for immediate practice.
In this interactive lesson, participants will encounter two large trees filled with apples and pears, accompanied by four distinct numbers and voice instructions The objective is to select the correct number representing the total count of apples and pears on the trees If an incorrect number is chosen, it will be displayed in white, while selecting the correct number allows the screen to transition to another number for immediate practice.
In this interactive lesson, you will see a large screen displaying both intact and eaten apples, accompanied by four different numbers and voice instructions Your objective is to select the correct count of intact apples If you make an incorrect choice, the number will appear in white immediately, while a correct selection will prompt the screen to transition to another number for further practice.
In this interactive article, you'll encounter various clouds that conceal numbers, accompanied by voice instructions Your objective is to select clouds in pairs to reveal matching numbers If you select FALSE, the cloud will quickly cover the number, requiring you to recall the numbers associated with each cloud Conversely, choosing TRUE will allow the screen to shift to another number, enabling immediate practice.
Here we must prepare the experiment tools before we start to use the platform: o Laptop or iPad o Strong Wi-Fi connections
To effectively engage with educational content, you need both a laptop and a tablet While smartphones serve a purpose for communication in school, their small screens limit usability for accessing websites and online resources Larger screens, such as those found on laptops and tablets, provide a more efficient and comfortable experience for learning.
Using a tablet for your academic work can enhance your experience in a way that laptops and phones cannot Laptops are often too bulky to carry to classes, while phones may not provide the functionality needed for effective note-taking A tablet offers a convenient and portable solution, allowing you to easily take notes, study, and complete assignments, ultimately saving you time and improving your productivity.
Assessment and processing of experiment results
Participating in projects allows teachers to engage students, fostering a sense of responsibility and collaboration When teachers are actively involved, students are more likely to participate and support each other, especially during challenges Games, with their visual elements, enhance learning more effectively than traditional methods Students enjoy teamwork and often help peers when difficulties arise, which contributes to their overall success Gaming sharpens attention and concentration, with benefits that extend beyond short-term engagement Additionally, game-based learning positively influences students' perceptions of their learning abilities, emphasizing teamwork, shared responsibilities, and mutual support as key components of effective education.
Students reported a positive experience collaborating in teams, highlighting their enjoyment in working together and supporting one another Many learners appreciated the opportunity to assist classmates facing challenges and valued the encouragement they received from their peers during gameplay.
In a recent experiment involving a Math game, 15 out of 30 students excelled in the matching game, while 10 demonstrated proficiency in the counting game, and only 5 performed well in the maximum game Throughout the gameplay, I provided guidance to students facing challenges, as they frequently sought clarification on how to play the game and navigate the platform effectively.
In the Environment game experiment, 20 out of 30 students excelled in the garbage game, while only 10 students performed well in the quiz game Initially, the students faced confusion regarding different types of garbage and struggled to answer quiz questions However, after a thorough discussion on the topic, their understanding improved significantly.
Using games can lead to students becoming more ICT orientated They feel the games themselves are making them more aware of things that are out there.
Survey on Teaching with Digital Games
My name is Batyr Allamuradov, and I am conducting research for my thesis on developing a website that enhances learning through digital games I kindly request your assistance with a survey focused on teaching activities in online environments Your feedback on each statement is invaluable, and I appreciate your participation, as it will solely be used for research purposes and kept confidential Thank you for your support, and I extend my gratitude to everyone who has contributed to this project.
Please use this website with two digital games:
(1) Math game: http://gamedigital.yangyinhouse.com/game_digital.html
(2) Environment game: http://gamedigital.yangyinhouse.com/enviroment.html
First of all, please fill in some information below:
1 Digital game helps to expose human beings' inherent talents and capacities and to develop them into stronger, more mature, more creative individuals
2 The digital game is described as the capacity to use digital technologies to obtain and disclose information
Digital educational games hold significant promise for enhancing teaching and learning; however, careful attention is required to address potential weaknesses in their implementation to ensure optimal effectiveness.
4 The students can use either their smartphone or laptop to practice and answer in the games (math game and environment game) from website
“http://gamedigital.yangyinhouse.com/game_digital.html” is used for their classroom needs
Participating in projects enables teachers to actively engage in activities, which can inspire students to join in as they observe their teacher's commitment This collaboration fosters a supportive environment where both teachers and students can rely on each other when facing challenges.
6 Many learners also want to assist others when they encounter problems, and the assistance and encouragement they got from teammates during game play contributed to their successful learning
7 While students are engaged in the game, the instructor rounds the room, asking questions and assisting pupils in identifying the game's objective
8 While play-based learning is widely used in the lower grades, it is less usually used in the higher elementary and secondary schools
9 Additionally, video game activity increases grey matter in regions of the brain involved in spatial navigation, strategic planning, working memory, and motor function
10 Visual learners are particularly accessible via the digital gaming experience since visuals are the primary mode of information transmission to the player in the majority of games
Results by after getting 20 responses of educational experts
According to a graphic representation, 80% of experts either strongly agree or agree that digital games play a significant role in uncovering and enhancing human talents and abilities, ultimately fostering the development of stronger, more mature, and more creative individuals.
According to a recent graphic, 30% of experts strongly agree, 55% agree, 10% partially agree, and 5% disagree that the digital game is defined as the ability to utilize digital technologies for obtaining and sharing information.
According to the graphic, 70% of experts recognize the significant potential of digital educational games in enhancing teaching and learning, with 25% strongly agreeing and 45% agreeing However, they emphasize the need for careful implementation to address and eliminate any weaknesses that may hinder their effectiveness.
According to the graphic, 55% of experts strongly agree and 40% agree that students can effectively use either their smartphones or laptops to engage with math and environmental games available at http://gamedigital.yangyinhouse.com/game_digital.html for classroom purposes, while 5% partially agree.
According to the graphic, 40% of experts strongly agree and 55% partially agree that teachers' participation in projects fosters student engagement When teachers actively participate, it not only encourages students to get involved but also promotes a collaborative environment where they can support each other when facing challenges.
A significant 35% of experts strongly agree, while 45% agree, and 20% partially agree that many learners are motivated to help others when facing challenges The support and encouragement received from teammates during gameplay play a crucial role in enhancing their learning success.
According to the graphic, 40% of experts strongly agree and another 40% agree that while students are actively engaged in the game, instructors effectively circulate the room, posing questions and helping students understand the game's objectives, with 20% expressing partial agreement.
According to a recent graphic, 35% of experts strongly agree, 30% agree, 25% partially agree, and 10% disagree that play-based learning is predominantly utilized in lower grades, but its application significantly decreases in higher elementary and secondary schools.
According to a recent graphic, 40% of experts strongly agree, 30% agree, 25% partially agree, and only 5% disagree that engaging in video game activity enhances grey matter in brain regions associated with spatial navigation, strategic planning, working memory, and motor function.
According to a graphic, 95% of experts believe that visual learners can be effectively engaged through digital gaming experiences, with 35% strongly agreeing and 60% agreeing that visuals play a crucial role in conveying information to players in most games.
In this concluding chapter, I summarize the main insights from earlier sections of the thesis and evaluate the current landscape of digital games in higher education for learning purposes I identify potential areas for future research and address the challenges associated with using digital games as educational tools, emphasizing the need for further investigation in key domains.
By this chapter, you should have a solid understanding of the theoretical framework surrounding digital games in higher education and found the rationale for their implementation compelling Additionally, I hope you have begun to formulate your own concepts for integrating games into your teaching and learning environment, as well as outlined the necessary steps to turn your game ideas into reality.