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G-LEARNING: MAKING LEARNING EXCITING THROUGH GAMES

Baba Akira, Eun Sok Won, In Hwa Lee, Jong Hyun Wi, Sol Lee, Soo Jin Lim, So Young Lim, Yang Eun Kim



 

G-Learning, which merges gaming and education, emerged nearly two decades ago and gained international recognition after successful implementation in South Korea and subsequent adoption in various countries including the U.S., Japan, Vietnam, the Philippines, and Indonesia.


Through online games, G-Learning creates a dynamic societal representation where human interaction occurs via avatars, fostering competition and cooperation among players. Unlike traditional teacher-centered education, G-Learning offers an immersive and engaging learning environment where students actively participate and internalize knowledge through practical experience rather than mere memorization.


This approach not only enhances academic performance and motivation but also unveils latent talents that may remain unnoticed in conventional classrooms. Particularly amidst the COVID-19 education crisis, G-Learning stands as a promising solution, offering educators and policymakers a viable alternative to traditional teaching methods, thereby ushering in a new era of global educational innovation.

 

PUBLICATION DETAILS

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PAGES

English

eBook


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2021

286

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G-Learning: Making Learning Exciting through Games

 

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Publishers: #SelfPublished

Languages: #English

Format: #eBook

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Year: #Year2021

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