Comparing Game-Based Learning Theories And Concepts

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The following discussion presents the theories, concepts and principles used as framework of the study and are interpreted in Figure 1. Embracing learning for the future through learning technologies entails a distinct understanding of the pedagogies that notify the simulated teaching and learning strategies used to expedite student learning (Lyons 2012).This study is designed based on the expected skills acquisition of the learners on the study in relation to the 21st century skills stated in the K to 12 Basic Education Program Curriculum Guide . These skills are IT/ Technology literacy, critical thinking skills and problem – solving skills. The acquisition of these skills is facilitated using the computer – based simulation which is anchored on the following approaches: game-based learning, constructivism, inquiry – based learning, collaborative learning, and discovery learning. The approaches are based on the sound educational pedagogy namely, multiple intelligence theory, cognitive development theory, zone of proximal development, and brain – based learning.
Howard Gardner (1983) Theory of Multiple Intelligences is one of the most noted educational pedagogy because it has become a foundation of numerous arising
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According to Patricia Deubel,digital game-based learning has the capacity to engage and stimulate students and recommend repetitive learning practices while motivating long-term memory and providing hands-on encounter. Deubel(2006) proposed that in order for teachers to effectively use game-based learning in the classroom, they must first look for non-violent games that aid planning and problem-solving and associate to the curriculum. Deubel endorses role-playing, simulation, and adventure games because they frequently request to the development of more than just one

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