**Description:** Game-Based Learning (GBL) is an educational approach that uses games to facilitate learning, promoting active participation and engagement from students. This method is based on the premise that games can be powerful tools for teaching, as they encourage exploration, problem-solving, and collaboration. Through gamification, game elements are integrated into educational contexts, transforming the learning experience into something more engaging and dynamic. Games can range from simple playful activities to complex interactive simulations and can be applied across various disciplines, from mathematics to the humanities. This approach not only enhances information retention but also develops critical skills such as critical thinking, creativity, and communication. In a world where capturing students’ attention is increasingly challenging, GBL emerges as an innovative alternative that aims to make learning a more meaningful and memorable experience.
**History:** The concept of Game-Based Learning began to take shape in the 1980s when educational video games started to be developed. However, its popularity significantly grew in the 2000s with the rise of digital technology and gamification. Academic research began to support its effectiveness, highlighting how games can enhance motivation and academic performance. In 2010, the term ‘gamification’ became popular, leading to greater integration of game elements in educational settings. Since then, GBL has evolved, incorporating emerging technologies such as augmented reality and virtual reality, expanding its applications in educational settings.
**Uses:** Game-Based Learning is used in various educational areas, from primary education to professional training. It is applied in teaching subjects such as mathematics, science, history, and foreign languages, using games to illustrate complex concepts and encourage practice. Additionally, it is used in corporate environments for employee training, where games can simulate real-world situations and enhance practical skills. It has also been implemented in distance education programs, where online games allow students to interact and learn collaboratively.
**Examples:** A notable example of Game-Based Learning is the use of the ‘Kahoot!’ app, which allows educators to create interactive quizzes and question games for students to engage in the classroom. Another case is ‘Minecraft: Education Edition’, which uses the popular building game to teach concepts in mathematics, science, and programming. In the realm of augmented reality, applications like ‘Zombies, Run!’ combine physical exercise with game narratives, encouraging users to run while completing missions in an augmented reality environment.