Possibilities of integrating didactic games in higher education

Authors

  • Attila Körei University of Miskolc
  • Szilvia Szilágyi University of Miskolc

DOI:

https://doi.org/10.35925/j.multi.2020.3.27

Keywords:

gamification, didactic game, game-based learning, teaching methodology, card games

Abstract

In our paper, we study the reasons for the introduction of didactic games and the way of their application in higher education. After gathering and describing the main characteristics and needs of Generation Z students, we outlined the advantages and drawbacks of gamification and game-based learning and then we grouped the types of didactic games and expanded the classification with new aspects. The idea of device-based grouping arose because the most commonly used methods require infocommunication tools. Gen Z students are often referred to as digital natives so they naturally accept gamified learning materials available on video and mobile platforms, but we must not forget the possibilities that are based on traditional tools either. In higher education especially in the case of small-group teaching, in addition to ICT-based gamification, there should also be room the classical specific didactic games, of which we have primarily focus on the benefits of card-based games.

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Published

2020-08-09