Games have always been a part of people's lives since infancy. The love and enthusiasm that children show, as well as their educational value, was the reason to search for new teaching methods. Game-based Learning has been a method that more and more educators have opted for. in order to achieve more effective learning. Game-based learning is a promising method and a new trend in education, for the results of which, more empirical research is required. This thesis examines the outcome of Game-Based Learning teaching method compared to conventional teaching, along with teaching supported by new technological methods, in particular with the use of a digital presentation for the cognitive item of Environmental studies. to a test group of students attending the second grade of elementary school. For this research to be conducted. Top Trumps cards regarding mammals were designed with the aid of an xml code. Quantitative statistical analysis of the data was chosen for the realization of this and the tool of the evaluation was the same before and after the beginning of a class. This way. the performance of students was evaluated both before and by the end of the lesson, so as to assess the differences in scoring. Moreover, a questionnaire was used only with the group that used the game, so as to evaluate qualitative characteristics. The results indicated that Game-Based Learning is an effective teaching method, students have a great time, appear to be interested and learn while playing.|
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