Review of Components from frameworks/models for DGBL for History Based Courses

  • Sumbul Ghulamani
  • Asadullah Shah KICT, International Islamic University Malaysia
  • Kamran Khowaja KICT, International Islamic University Malaysia
Keywords: Game Design, Serious Games

Abstract

Playing a game is an essential factor that leads towards human development and then learning. Usually, it can be seen that children can spend hours in playing different non computer based games like hide and seek, board games, such as chess, Ludo, checkers and keep them engaged in their plays. These games not only keep them busy, but also improvise their creative thinking and learning ability. When children play, it can be witnessed that they also learn while play. In this way, play can be related to learning, enhancing children’s cognitive and emotional development through the social and cultural context. Digital Game Based Learning(DGBL) can also be useful as a supportive choice to traditional class lectures. The intent of DGBL is to incorporating new methods to existing instructional way and at also simultaneously, empower learners to gain skills and capabilities that may be beneficial in the future endeavor. This paper explores the existing frameworks and models that are being used for the development of game for classroom and identifies the 13 components that can be used for the development of history based games.

Published
2020-03-25
How to Cite
Ghulamani, S., Shah, A., & Khowaja, K. (2020). Review of Components from frameworks/models for DGBL for History Based Courses. University of Sindh Journal of Information and Communication Technology, 4(1), 9-16. Retrieved from http://sujo2.usindh.edu.pk/index.php/USJICT/article/view/351