Design of an Educational Game for Blended Learning Environment
Main Article Content
Abstract
As the effects of the Internet and Education 4.0, online learning has increasingly become a common choice in higher education. However, despite some great characteristics of online learning (e.g., flexibility in learning), we cannot deny the role of traditional face-to-face learning, where the teaching content can be effectively delivered throughout direct communication between lecturers and learners. To leverage the advantages of these learning styles, a numerous university has been implementing the so-called blended learning as an innovating teaching method. Nevertheless, the teaching effectiveness of this method is still a big concern of educators (e.g., unattractive video contents in e-lessons). Meanwhile, recent studies have shown that teaching using digital games is more attractive than online learning alone since it can bring excitement and competitiveness to the learners. Therefore, in this study, we propose to build an educational game scenario that is adaptive to blended-learning environment. Thereby, the students will gain practical experiences while learning. In this approach, the students can play games and study together through either websites or mobile applications. The proposed approach is implemented throughout the subject of “soft skills” which is being taught in a blended learning environment at Hanoi University of Science and Technology.
Keywords
Digital games, ADDIE model for educational games, Blended learning, Soft skills
Article Details

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
References
[1] N.T.H. Giang, L.H. Cuong, Evaluating feasibility and
effectiveness of digital game-based instructional
technology, IJET. International Journal of Emerging
Technologies in Learning, vol.16, no.16, eISSN 1863-
0383, 2021, pp. 4-19,
https://doi.org/10.3991/ijet.v16i16.23829
[2] Vu Minh Hong, Learning Games, Vietnam Education
Publisher, 1980.
[3] N. A. Tuyet, Kid's Games. Hanoi: Women's Publishing
House, 2000.
[4] N. N. Tram, Design and use learning games to develop
generalization abilities in older children. Hanoi,
Doctoral thesis in education, Vietnam Institute of
Educational Sciences, 2003.
[5] T.T.X. Hue, Build and use developmental games to
form early math symbols for 5-6-year-olds. Hanoi,
Doctoral thesis in education, Institute of strategy and
educational programs, 2005.
[6] P. T. Chuong, Limitations of video games (2011, 6/21),
Retrieved from People's Newspaper,
[7] Nicola Whitton, Digital Games and Learning: Research
and Theory (Digital Games, Simulations, and
Learning), Routledge Publish, 2014.
[8] Marc Prensky, Digital Game-Based Learning,
McGraw-Hill, 2001.
[9] Coffey, H, Digital Game-Based Learning, University of
North Carolina at Chapel Hill School of Education,
Chapel Hill, NC, 2009.
[10] Aslan, S., Game-based improvement of learning
fractions using iOS mobile devices. Master's Thesis etd04282011-130352, Digital Library and Archive,
Virginia Polytechnic Institute and State University,
Blacksburg, VA, 2011.
[11] McGonigal, J., Reality is Broken: Why Games Make Us
Better and How They Can Change the World. New
York, NY: Penguin, 2011.
[12] Barlow, N., Types of ARG. Print IGDA Alternate
Reality Games SIGNEd.), 2006 Alternate Reality
Games White Paper, The International Game
Developers Association, 2006, pp.15-20.
[13] FAO, E-learning methodologies, A Guide for
Designing and Developing E-Learning, 2011.
effectiveness of digital game-based instructional
technology, IJET. International Journal of Emerging
Technologies in Learning, vol.16, no.16, eISSN 1863-
0383, 2021, pp. 4-19,
https://doi.org/10.3991/ijet.v16i16.23829
[2] Vu Minh Hong, Learning Games, Vietnam Education
Publisher, 1980.
[3] N. A. Tuyet, Kid's Games. Hanoi: Women's Publishing
House, 2000.
[4] N. N. Tram, Design and use learning games to develop
generalization abilities in older children. Hanoi,
Doctoral thesis in education, Vietnam Institute of
Educational Sciences, 2003.
[5] T.T.X. Hue, Build and use developmental games to
form early math symbols for 5-6-year-olds. Hanoi,
Doctoral thesis in education, Institute of strategy and
educational programs, 2005.
[6] P. T. Chuong, Limitations of video games (2011, 6/21),
Retrieved from People's Newspaper,
[7] Nicola Whitton, Digital Games and Learning: Research
and Theory (Digital Games, Simulations, and
Learning), Routledge Publish, 2014.
[8] Marc Prensky, Digital Game-Based Learning,
McGraw-Hill, 2001.
[9] Coffey, H, Digital Game-Based Learning, University of
North Carolina at Chapel Hill School of Education,
Chapel Hill, NC, 2009.
[10] Aslan, S., Game-based improvement of learning
fractions using iOS mobile devices. Master's Thesis etd04282011-130352, Digital Library and Archive,
Virginia Polytechnic Institute and State University,
Blacksburg, VA, 2011.
[11] McGonigal, J., Reality is Broken: Why Games Make Us
Better and How They Can Change the World. New
York, NY: Penguin, 2011.
[12] Barlow, N., Types of ARG. Print IGDA Alternate
Reality Games SIGNEd.), 2006 Alternate Reality
Games White Paper, The International Game
Developers Association, 2006, pp.15-20.
[13] FAO, E-learning methodologies, A Guide for
Designing and Developing E-Learning, 2011.