Discussions about curriculum modernization need to include solutions to keep students engaged and make sure they're learning how to be critical, confident and creative. Students should possess the abilities necessary to succeed in the future. 

 The number of alternatives accessible to tackle these issues has risen with many college districts investigating the shift to digital curriculum. Game-based learning is one of those alternatives. 

 This curriculum and learning strategy are particularly suitable for taking complete advantage of a digital curriculum's benefits. 

 Learning based on games is the future of education. Research shows that games increase retention, involvement and academic success. Games have been used for millennia as a teaching instrument.  Chess was used to teach strategic thinking skills as far back as the Middle Ages. 

In 1812, Kreigsspiel's game was specifically invented to teach the strategy of Prussian officers. In addition to military strategy, Friedrich Fröbel's concepts of teaching through game were the roots of kindergarten in the mid-1800s.

The key idea behind game-based learning is teaching by repetition, failing and achieving objectives. Video games are built upon these same concepts. 

The user begins slowly and increases their ability until the most challenging stages can be skillfully navigated. Games that are well planned will make the game challenging enough to keep it interesting while still being simple enough to win. 

Flight simulators are a good example of game-based learning's effectiveness. During their practice, pilots usually use flight simulators. 

 They have very particular objectives and exercise until they can achieve them. The outcome is far more efficient than sitting through presentations and theories.

Game-Based Learning vs. Textbook Learning

The system of education has always been slow to change. 

On the one hand, the fact that change is slow is a good thing, as it helps to avoid the pitfalls of adopting fads of education before they have been fully tested. 

On the other hand, it contributes to a sluggish scheme as a reaction to the quickly changing world of technology. The only route to boost this response rate is by drastically changing the curriculum systematic strategy, which is no small challenge.  

A big reason why it takes so long for change? Textbooks. 

When a textbook is published, it includes all the present data, instructional techniques, and concepts as to when the textbook was sent to circulation, which is often at least a year before it comes in classrooms. 

Since schools intend to use these textbooks for years, there is a considerable gap in changing the curriculum and updating the data. Game-based learning is designed from the start to be flexible. 

Game-based learning evaluates and adapts during the manufacturing phase to be a more efficient teaching instrument. With fresh data coming out in the sector or adjusting instructional methods, the gameplay can be altered to fit them. 

It can be modified with fresh data, methods and more after the game has been published. Games even have student-monitoring analytical instruments that enable educators to monitor students in order to adjust the game as needed. 

 Game-based learning is more than just giving educational games to students. It's about altering teachers' attitudes about teaching. 

 They achieve much more education in the content as a pupil teaches through game-based learning, which increases preservation. The mixture of various methods and goal-based teaching simultaneously discusses all learning styles. 

 Whatever the main, secondary, or academic teaching mode of a student, they may be addressed by a game. Games can even merge various topics to create a flexible teaching instrument in a single game. 

 Learning games also provide a safe environment for students to fail. Students, particularly adolescents, may find it difficult to succeed in school as a public environment. 

Games offer them an opportunity to attempt fresh stuff. If they succeed on a level, they can just attempt again and benefit from any mistakes they make. Students study through testing and trial and error, not rote memorization.