International Journal of Game-Based Learning vol:2 issue:2 pages:1-12
The importance of information and communication technology (ICT) in our daily lives is growing. To prepare future employees to this evolving environment, technology should play a role in education. Furthermore, computer technology serves as a valuable and supportive tool to improve teaching and learning and allows new types of teaching and learning experiences to evolve. For instance, the concept of digital games-based learning (DGBL) has been growing for many years now. In order to prepare the next generation of teachers according to the image of society, teachers must be adequately trained.In this article, the authors describe the design, implementation and evaluation of two courses on digital games-based learning (DGBL) developed for the pre-service teacher training programme in health education in Flanders (the Dutch speaking part of Belgium). Both courses were set up as an introduction to digital games and gaming for learning and instruction. The objective was to provide an opportunity for students to explore (i) the possibilities, considerations and constraints related to the design of digital instructional games, and (ii) the practical design and try-out of a game in classroom settings using standard or free software (such as Excel, Hot Potatoes, JClic). Results show that the games’ inclusion in the formal curriculum encouraged them in using GBL in their future teaching activities and enables them to engage their supervising teachers into using games in their classrooms.