The reason that most undergraduate students in China spend a lot more time playing computer games rather than learning is not that learning is too hard, but it is boring, while playing games is fun. How to provide appropriate and interesting opportunities that can engage students and improve the learning process? This paper discusses an innovatory education paradigm quasi-GBL, which integrates game elements with role play in collaborative learning. Case study of quasi-GBL in an undergraduate course "Software Engineering" reveals that quasi-GBL is successful in achieving experiential and fun learning, offering a variety of knowledge presentations, and creating opportunities for knowledge application.
['Zhi Han', 'Zhenhong Zhang']
Integration of Game Elements with Role Play in Collaborative Learning -- A Case Study of Quasi-GBL in Chinese Higher Education