Accepted for/Published in: Journal of Medical Internet Research
Date Submitted: May 21, 2020
Date Accepted: Oct 24, 2020
Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.
Defining Digital Game-Based Learning for STEM: A New Perspective on Design and Developmental Research
ABSTRACT
In modern digital age, digital games being used as informal media for STEM education and medical therapy through digital game-based learning (DGBL). Digital game serves learners with a graphical system of interaction that allows them to enhance scientific concepts with an enjoyable environment. The vastly increasing number of digital games produce in the market affects the quality of the STEM digital games while requiring multidisciplinary experts. This paper proposes a framework for STEM digital game-based learning throughout input-process-output stages. Several literatures have been reviewed from the early 2000s and present studies to discuss the new viewpoint on design and developing digital games particularly for STEM. This proposed framework consists of digital game development as input, experience as a process, and constructs involved as output to ensure the game's output is a universal research product. The simple and precise framework will lead to a universal product used for various types of learners. This paper presents the new perspective on the framework for design and developing STEM digital games in DGBL. This framework can be used as a guideline for game designers, developers, and STEM experts to develop STEM digital games for various purposes to achieve better learning or learning outcome when designing digital games for STEM.
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