Services on Demand
Article
Indicators
Related links
Cited by Google
Similars in Google
Share
Verbum et Ecclesia
On-line version ISSN 2074-7705
Print version ISSN 1609-9982
Abstract
OLIVER, Erna. Digital game-based learning and technology-enhanced learning for theological education. Verbum Eccles. (Online) [online]. 2018, vol.39, n.1, pp.1-8. ISSN 2074-7705. http://dx.doi.org/10.4102/ve.v39i1.1900.
Digital game-based learning (DGBL) - sometimes loosely referred to as gaming - for higher education has not really found its feet in South Africa as an innovative or alternative tool to enhance the impact of education. Internationally, it is implemented at some institutions of higher education and also in the corporate training world. Technology-enhanced learning ([digital] TEL) is also not yet fully implemented in the higher education environment in South Africa, as many institutions are still bound to the Gutenberg era and are therefore still mainly paper-based. The research is linked to constructivism and is conducted from a South African perspective. The aim is to provide a broader context for DGBL within the environment of TEL and to present it as an additional and innovative aid to provide effective education (that includes student-centred teaching, blended learning and transformative assessment) opportunities for students in theology. INTRADISCIPLINARY AND/OR INTERDISCIPLINARY IMPLICATIONS: Digital game-based learning as a part of TEL can be implemented in teaching all aspects of theology through the blended learning approach (that includes time, space, activity and media, formal, informal and non-formal learning and prior learning and experience) providing possibilities for active learning and constructing knowledge.
![](/img/en/iconPDFDocument.gif)