Abstract
Digitally delivered learning shows the potential to increase student motivation and engagement, improve critical thinking skills, encourage reflection and knowledge sharing, and increase professional self-efficacy. Digital learning objects take many forms including interactive media, apps and games, videos, and other e-learning activities and exercises. The authors propose the use of affordance-based design as an approach to effectively integrate learning objects and experiences into a comprehensive virtual learning ecosystem. This framework allows designers to engage in intentional integration of different types of games, e-learning methods, and virtual community platforms based on social, technical and educational capabilities linked to outcome expectations. Implications of the model for instructional design, instructor training and development, student engagement in improving teaching, and student engagement are discussed.
Keywords : digitally learning, integrate learning, games, e-learning methods, virtual community platforms