Proceedings of the 7th International Conference on Education and Technology (ICET 2021)

Review of the Effectiveness of Digital Game-Based Learning in Education

Authors
Ni Luh Sakinah Nuraini*, niluh.sakinah.fip@um.ac.id
Dept. of Primary Education and Preschool, Universitas Negeri Malang, Malang, Indonesia
Puri Selfi Cholifahpuri.selfi.fip@um.ac.id
Dept. of Primary Education and Preschool, Universitas Negeri Malang, Malang, Indonesia
Titis Angga Riniangga.rini.fip@um.ac.id
Dept. of Primary Education and Preschool, Universitas Negeri Malang, Malang, Indonesia
Sri Qayyuumu Gusti Mahartaniaqayyuummahartan@gmail.com
Dept. of Primary Education and Preschool, Universitas Negeri Malang, Malang, Indonesia
Corresponding Author
Ni Luh Sakinah Nuraininiluh.sakinah.fip@um.ac.id
Available Online 26 November 2021.
DOI
10.2991/assehr.k.211126.070How to use a DOI?
Keywords
digital game-based learning; effectiveness; game-based learning; education
Abstract

Digital Game-Based Learning (DGBL) has attracted the interest of various parties to use games as a learning tool. Continuous research conducted every decade followed by technological developments has led to various books and research articles that have increasingly popularized the existence of DGBL as an alternative in learning. The existence of students who are increasingly adapting to technology has supported the existence of DGBL as an alternative during learning, especially in online learning. The trend of using digital game-based learning gave rise to the idea that DGBL has effectiveness in providing meaningful learning experiences for students. DGBL can also be combined with other learning methods, strategies, or models to increase its effectiveness during learning.

Copyright
© 2021 The Authors. Published by Atlantis Press SARL.
Open Access
This is an open access article under the CC BY-NC license.

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Volume Title
Proceedings of the 7th International Conference on Education and Technology (ICET 2021)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
26 November 2021
ISBN
978-94-6239-468-1
ISSN
2352-5398
DOI
10.2991/assehr.k.211126.070How to use a DOI?
Copyright
© 2021 The Authors. Published by Atlantis Press SARL.
Open Access
This is an open access article under the CC BY-NC license.

Cite this article

TY  - CONF
AU  - Ni Luh Sakinah Nuraini
AU  - Puri Selfi Cholifah
AU  - Titis Angga Rini
AU  - Sri Qayyuumu Gusti Mahartania
PY  - 2021
DA  - 2021/11/26
TI  - Review of the Effectiveness of Digital Game-Based Learning in Education
BT  - Proceedings of the 7th International Conference on Education and Technology (ICET 2021)
PB  - Atlantis Press
SP  - 251
EP  - 254
SN  - 2352-5398
UR  - https://doi.org/10.2991/assehr.k.211126.070
DO  - 10.2991/assehr.k.211126.070
ID  - Nuraini2021
ER  -