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Design of Learning Experience to Engage Learning in Instructional Design and Technology Graduate-Level Classes: Digital Game-Based Learning (DGBL) Cases

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Learning: Design, Engagement and Definition

Abstract

This chapter examines the design of the learning experience focused on digital game-based learning (DGBL) using a real-world project-based learning (PBL) activity. Case studies revealed lessons learned involving gameplay, motivational strategies, and how the PBL impacted graduate-level Instructional Design and Technology (IDT) students. The goal was for the students to deliver interactives (digital interactive material) to teach English to children in Haiti. Important to note is that the case studies include a reflection of the stratification of Keller’s ARCS (attention, relevance, confidence, satisfaction) Model of Motivation (2010) between the course designed for the graduate-level students and the instruction they designed for the children as the transfer of learning is multimodal between the groups and even within. The engagement was the catalyst for the transfer.

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Correspondence to Suzanne Y. Ensmann .

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Ensmann, S.Y., Eggers, P., Bing, B., Li, L. (2021). Design of Learning Experience to Engage Learning in Instructional Design and Technology Graduate-Level Classes: Digital Game-Based Learning (DGBL) Cases. In: Hokanson, B., Exter, M., Grincewicz, A., Schmidt, M., Tawfik, A.A. (eds) Learning: Design, Engagement and Definition. Educational Communications and Technology: Issues and Innovations. Springer, Cham. https://doi.org/10.1007/978-3-030-85078-4_12

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  • DOI: https://doi.org/10.1007/978-3-030-85078-4_12

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