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Educators can implement GBL in many different formats, which generally fall into two main categories: non-digital and digital.
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Non-digital GBL (Non-DGBL) integrates traditional games into classroom instruction with the aim of enhancing student learning through strengthened curricular connections (Nisbit, 2024).
Non-DGBL may include:
Card games – incorporate war with math twist
Board games – chess/ checkers & many others
Word games -- explore properties of language; beneficial for learning vocab (scrabble)
Puzzle games -- problem solving through logic, word completions, sequences (Soduko)
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Digital Game Based Learning (DGBL) uses digital games to teach curriculum content through interactive, game-like experiences (Plass, Homer, & Kinzer, 2015) & is most effective when a balance between in-class lessons & educational gameplay is established (Nisbit, 2024).
DGBL may include the use of:
existing or specifically developed digital games
math problems in game scenarios
online multiple choice combined with deeper conceptual questions
modelling complex systems allowing practice of skills & reasoning
DGBL should be thoughtfully integrated into educational framework to enhance learning, providing an engaging & instructive experience (Christopoulus & Mystakidis, 2023).
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Kahoot is an online quiz platform that has been widely used --> extensive use may reduce its novelty and lead to decreased student engagement (Vu & Feinstein, 2017).
Consequently, we will explore and review platforms that offer similar levels of effectiveness and engagement, such as Wayground, Gimkit, and Blooket.
Nisbit, J. (2024, December 11). Game-based learning: pros, cons & implementation tips for educators. Prodigy Game Website. Retrieved November 22, 2025 from
https://www.prodigygame.com/main-en/blog/game-based-learning
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283.
https://doi.org/10.1080/00461520.2015.1122533
Vu, P. & Feinstein, S. (2017). An exploratory multiple case study about using game-based learning in STEM classrooms. International Journal of Research in
Education and Science (IJRES), 3(2), 582-588. DOI: 10.21890/ijres.328087