PaperCan the Game-Based Learning Come? Can the Game-Based Learning Come? Virtual Classroom in Higher Education of 21st Century https://doi.org/10.3991/ijet.v15i02.11521 Piroska Szegedine Lengyel Milton Friedman University, Budapest, Hungary szegedinelengyelpiroska@uni-milton.hu AbstractIn recent years, the growing popularity of gamification in learn- ing-organization has shown that it will become an integral part of both tradi- tional and online education at different educational levels. Schools have begun to recognize the value of a successful gamification strategy in motivating stu- dents and stimulating the effectiveness of the learning process. The article pre- sents a kind of game-based teaching-learning environment, a solution for inte- grating digital games into the learning-teaching process, linking theoretical and practical knowledge by the game through e-learning of accounting skills with special emphasis on the experiential learning method. The game-based virtual classroom presented in the present article has been working successful in higher education for several years, the number of the active students grown from se- mester to semester, the gamification becomes more and more popular in this level of the education, too. KeywordsE-learning, experiential learning, gamification, gamification strat- egy, learning-management, gamified teaching-learning environment, gamified classroom, Learning Management Systems (LMSs), Moodle platform, pedagog- ical methods 1 Introduction Nowadays, researchers, teachers and educational practitioners are increasingly turning their attention towards gamification: namely, the issue of using digital games in education, the impact of digital games on learning and teaching, and the effective- ness of game-based learning. Since the 2000s, numerous studies have shown the learning potential of digital games [13, 15, 4, 14], the number of educational games has increased, and varied games appeared in the educational palette. Most games can comply with the basic requirements of the specific learning environment, moreover, they support, even guide the teaching and learning process in many cases. However, they are only able to contribute to effective learning if we manage to solve the integration of the games, the educational methods, the game design and the content (curriculum to be learned). 112 http://www.i-jet.org