Game-based learning" refers to teaching-learning actions carried out in formal and/or informal educational settings by adopting games. It encompasses the use of both games designed expressly for fulfilling learning objectives (educational games) and "mainstream games" those games that are developed for fun when used to pursue learning objectives.
. Computing technology has become widespread and is an accepted part of life now. In line with this computing culture, digital games and its metaphors are joining mainstream culture - this influence is widely felt and seen in arts, media, and our daily lives
This talks about GBM and how it affects our minds and has an impact on our lives. It also talks about the expectations our future is going to and how many vast versions there are of GBM such as avatar, the environment, game play, competition, and others.
In order to benefit from learning analytics, educators must incorporate it into their daily workflow, which can be time consuming. The author explains his method of timely analysis and response.