1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaper
International Journal of Serious Games
Integrating live streaming into game-based learning removes barriers related to high costs and inadequate infrastructure.
Integrating live streaming into game-based learning serves as a viable, scalable solution to the persistent challenges of high implementation costs, inadequate infrastructure, and institutional resistance within educational environments. By utilizing the historical game Valiant Hearts: The Great War alongside the Twitch platform, this research demonstrates that streaming-based instruction effectively fosters student engagement without sacrificing the quality of the learning experience. The study confirms that this digital approach achieves outcomes comparable to traditional in-class game-based learning, effectively democratizing access to interactive educational tools.
The research, conducted over an eight-week period with 210 middle school students, utilized rigorous statistical methods, including paired t-tests and MANOVA, to evaluate learner interest, immersion, and satisfaction. Quantitative data confirms that students participating in streaming-based sessions experienced significant improvements across all measured metrics, showing no statistically significant performance gap when compared to traditional classroom-based game learning. These findings validate the efficacy of remote, stream-facilitated instruction as a robust alternative to conventional pedagogical models.
Beyond student outcomes, the study highlights a critical shift in instructor perception. Educators reported that the streaming model significantly lowers the perceived barriers to entry, particularly regarding the financial and technical requirements typically associated with game-based curricula. By providing a framework that minimizes infrastructure demands while maintaining high levels of student satisfaction, live streaming emerges as a practical, cost-effective strategy for modernizing classroom instruction. This approach offers a sustainable path forward for institutions seeking to integrate technology-driven learning into their standard academic offerings.
European Conference on Games Based Learning (ECGBL) · 2026