Research
Over the past few years, academics have witnessed an increasing amount of attention being accorded to games as learning tools. According to several researchers (de Freitas, 2006; Egenfeldt-Nielsen, 2011; Prensky, 2006) Serious Games (SGs) can assist learning by emerging as an alternate means of presenting instructions. The COVID-19 pandemic has further reinforced the significance of adopting a technological-approach for advancing the future of education, underscoring the need to bring transformational changes in teaching methods by making them more technology-centric.
Whilst SGs are increasingly gaining acceptance as a learning tool, their application in formal education remains rather limited. This can be ascribed to several factors that hinder games utilisation in every day classroom practice. In our research, we tried to investigate the various obstacles that restrict the adoption of game-based learning in schools, and in this regards, suggest an innovative solution “FunHomework” that overcome these challenges.
Overcome Challenges
In our study about the possibilities and limitations of utilising SGs in formal education, we managed to summarise the major challenges that hurdle the implementation of these games in schools.
So we at FunHomework intend by overcoming the previous barriers to ease the the utilisation of game-based learning in formal education by helping teachers implementing SGs in their classrooms and take advantage of the myriad benefits that games can bring to the educational process.
Publications
Here is a list of scientific research papers published so far about FunHomework