LBEF RESEARCH JOURNAL OF SCIENCE, TECHNOLOGY AND MANAGEMENT

E-ISSN: 2705-4748
P-ISSN: 2705-4683
Vol. 4, Issue 3 (Sept-2022)

Effective Integration of Digital Games in Learning: A Qualitative Study In Nepal During Covid-19 Pandemic

Author(s): Nirmala Sharma and Prof (Dr.) Sandeep Kautish
Abstract:The main purpose of this research is to investigate the integration of digital games into the educational sector of Nepal during the COVID-19 scenario to bring positive effects on the learning attitudes of the students. Game-inspired learning awakens students’ curiosity, competitiveness and creativity that enable them to construct concepts. This paper reflects on the ways in which the effective integration of digital gaming technology can be implemented into the education system of Nepal that would result in effective, interactive, engaging and motivational learning activities amidst the COVID-2019 pandemic. This study shows that adoption of digital games in educational activities may result in several positive changes with innovative ideas. Digital Games, with their attractive features of interactive online environments would help in effective learning during the online classes amidst the COVD-19 pandemic in the country. This study involves mixed-methods approach in which qualitative information was collected with exploratory methods of literature reviews and quantitative data was collected from students and teachers through online questionnaires. The results of the study show that students had a positive perception towards digital games and were willing to use this learning system. As COVID-19 continued to spread, digital game-based learning reflects to be an effective tool for combating the pandemic. In the context of Nepal, lack of enough IT awareness among the students and teachers, lack of technical resources, network connectivity and internet bandwidths may be the challenges and limitations for integration of Digital Game-based activities in online education. From pedagogical perspective, including digital games into educational processes can help motivate students and keep them engaged during classes ultimately enhancement in learning process.
Keywords Digital Games, Gamification, Motivation, Engagement, Positive Effect, Technology.
Pages: 1-11