Connecting dots for digital learning and teaching

Research Report on Game-Based Learning in Early Childhood (#GBL)

research report on game based learning design

From MAGICAL  (Making Games in Collaboration for Learning)

The use of digital game-based learning for early childhood is growing rapidly with technological enhancement, but without the academic research to determine its effectiveness.

Despite the challenges of designing developmentally appropriate games with sound pedagogical bases, games are being published at an unprecedented rate, albeit with little or no scientific study on their impact and effectiveness.

To address these challenges, the Learnovate Centre has completed a state-of-the-art research report that focuses on the use of digital game-based learning for children aged 3-6 years.

The report, which is 42 pages long, covers the following aspects:

  • The Pedagogy and Design of Games for Early Childhood – including content areas most suited to game-based learning, appropriate gaming strategies and underpinning pedagogies
  • Evidence of Effectiveness and Impact of Game-based Learning – including a survey of the academic research and the impact on learning performance
  • Cost-effectiveness – including the advantages and disadvantages to developing appropriate games for early childhood learning

Digital_Games_Report_BlogDownload a copy of the report here [PDF].


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“Tell me and I will forget, show me and I may remember, involve me and I will understand.” -------- Chinese Wisdom "Games are the most elevated form of investigation." -------- Albert Einstein
"I'm calling for investments in educational technology that will help create digital tutors that are as effective as personal tutors, educational software as compelling as the best video game," President Barack Obama said while touring a tech-focused Boston school (year 2011).
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