
Traditional game-based learning is widely used as pedagogy to motivate students more and attract them in learning process. Digital game-based learning is a new trend in instruction. With high-tech equipments we are able to bring novel experience to learners. Both of game-based learning strategies are with their own advantages. However, the previous difficulty of game-based learning is to integrate these two kinds of learning strategies and strike a balance between them. Therefore, this study aims to utilize activity theory as an analytics tool to analyze the factors of each game-based learning status. After the analysis, we discussed the contradiction of each activity system. Furthermore we had also some suggestions for the instructors and learning activity designers to make game-based learning more useful and meaningful.
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 6 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Top 10% | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
