
doi: 10.34190/gbl.20.080
Educational game promotes self-learning of students and allows them creating positive associations related with the learning process. The authors conducted a global experiment among Junior, middle, and high school students. Educational game covers all subjects taught at school. This approach contributes to better memorization of information. Although students take part in the game itself, their teachers act as moderators. This allows teachers to develop their organizational skills. The task of the students was to collect all the game keys for correct answers in the lessons. The competition format promotes self-organization of students and self-preparation for disciplines. The game also helps to establish a dialogue within the team. It is important for students to make the right strategic decisions in order to win competitions between classes. At the end of mini games, feedback was established. We have identified the impact of educational games on the learning process and student outcomes. The experience gained will be useful for both novice organizers of game practices and experienced ones. The peculiarity of the developed game is that it affects not only the players, but also the teachers involved in the process. © 2020 Dechema e.V.. All rights reserved.
HIGH SCHOOL STUDENTS, SELF-LEARNING, EDUCATION, STUDENTS, SELF-ORGANIZATION, STRATEGIC DECISIONS, STUDENT OUTCOMES, LEARNING SYSTEMS, EDUCATIONAL GAME, ORGANIZATIONAL SKILLS, LEARNING PROCESS, SELF ORGANIZATIONS, TEAM BUILDING
HIGH SCHOOL STUDENTS, SELF-LEARNING, EDUCATION, STUDENTS, SELF-ORGANIZATION, STRATEGIC DECISIONS, STUDENT OUTCOMES, LEARNING SYSTEMS, EDUCATIONAL GAME, ORGANIZATIONAL SKILLS, LEARNING PROCESS, SELF ORGANIZATIONS, TEAM BUILDING
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