Game based learning
Encyclopedia
Game based learning is a branch of serious game
s that deals with applications that have defined learning outcomes. Generally they are designed in order to balance the subject matter with the gameplay and the ability of the player to retain and apply said subject matter to the real world.
Games often have a fantasy element that engages players in a learning
activity through narrative or storylines. Educational video games can be motivating to children and allow them to develop an awareness to consequentiality. Children are allowed to express themselves as individuals while learning and engaging in social issues. Today's games are more social, with most teens playing games with others at least some of the time and can incorporate many aspects of civic and political life. Students that participate in educational video games can offer deeper, more meaningful insights in all academic areas. The success of game-based learning strategies owes to active participation and interaction being at the center of the experience, and signals that current educational methods are not engaging students enough. Experience with and affinity for games as learning tools is an increasingly universal characteristic among those entering higher education and the workforce. Game-based learning is an expansive category, ranging from simple paper-and-pencil games like word searches all the way up to complex, massively multiplayer online (MMO) and role-playing games. .
The built-in learning process of games is what makes a game enjoyable. The progress a player makes in a game is through learning. It is the process of the human mind grasping and coming to understand a new system. The progress of understanding a new concept through gaming makes an individual feel a sense of reward whether the game is considered entertainment (Call of Duty) or serious (FAA-approved flight simulator). Well-designed games that motivate players are what make them ideal learning environments. Real-world challenges are easier faced within a game containing effective, interactive experiences that actively engage people in the learning process. In a successful game-based learning environment, choosing actions, experiencing consequences, and working toward goals allows players to make mistakes through experimentation in a risk-free environment. Games have rules and structure and goals that inspire motivation. Games are interactive and provide outcomes and feedback. Most games also have problem solving situations that spark creativity.
Serious game
A serious game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, religion,...
s that deals with applications that have defined learning outcomes. Generally they are designed in order to balance the subject matter with the gameplay and the ability of the player to retain and apply said subject matter to the real world.
Games often have a fantasy element that engages players in a learning
Learning
Learning is acquiring new or modifying existing knowledge, behaviors, skills, values, or preferences and may involve synthesizing different types of information. The ability to learn is possessed by humans, animals and some machines. Progress over time tends to follow learning curves.Human learning...
activity through narrative or storylines. Educational video games can be motivating to children and allow them to develop an awareness to consequentiality. Children are allowed to express themselves as individuals while learning and engaging in social issues. Today's games are more social, with most teens playing games with others at least some of the time and can incorporate many aspects of civic and political life. Students that participate in educational video games can offer deeper, more meaningful insights in all academic areas. The success of game-based learning strategies owes to active participation and interaction being at the center of the experience, and signals that current educational methods are not engaging students enough. Experience with and affinity for games as learning tools is an increasingly universal characteristic among those entering higher education and the workforce. Game-based learning is an expansive category, ranging from simple paper-and-pencil games like word searches all the way up to complex, massively multiplayer online (MMO) and role-playing games. .
The built-in learning process of games is what makes a game enjoyable. The progress a player makes in a game is through learning. It is the process of the human mind grasping and coming to understand a new system. The progress of understanding a new concept through gaming makes an individual feel a sense of reward whether the game is considered entertainment (Call of Duty) or serious (FAA-approved flight simulator). Well-designed games that motivate players are what make them ideal learning environments. Real-world challenges are easier faced within a game containing effective, interactive experiences that actively engage people in the learning process. In a successful game-based learning environment, choosing actions, experiencing consequences, and working toward goals allows players to make mistakes through experimentation in a risk-free environment. Games have rules and structure and goals that inspire motivation. Games are interactive and provide outcomes and feedback. Most games also have problem solving situations that spark creativity.
Application
Before deciding how to use game based learning, the trainer must first determine what they would like the trainees to learn. A trainer that fails to focus training around a central idea runs the risk of using a game that fails to connect with the learners. To prevent this, tailor the material to the demographic(age group, familiarity, educational pre-text)so that the material is neither too difficult or familiar to the learner.Old Fashioned
As children, games are played to enhance intellectual levels. Games like monopoly and Life which forces people to think are types of old fashioned games. When I think about the time that was spent with my family it was priceless. It not only allowed us to come together as a family, but it allowed us to participate in Team Building. There should be more activities that allow families to come together socially. We need more games of all types to engage and capture the learning potential of individuals while employing their experience and point of view to help others and themselves to learn.See also
- EdutainmentEdutainmentEdutainment is a form of entertainment designed to educate as well as to amuse.-Overview:...
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- Global Challenge AwardGlobal Challenge AwardThe is an online science and engineering design program for pre-college school students from all over the world...
- LearnalotLearnalotLearnalot Ltd is a British limited company developing and maintaining game based learning technologies. Learnalot hosts and develops the which specialises in mathematics for 11–16 year olds. Formed in Burscough in Lancashire in 2009, the company launched its educational portal at the annual BETT...
- Mouse PracticeMouse PracticeMouse Practice was a game-based computer tutorial aimed at teaching new users how to operate a computer mouse at a time when many were unfamiliar with this feature of a computer....
- Quest AtlantisQuest AtlantisQuest Atlantis is a 3D multiuser, computer graphics learning environment that utilizes a narrative programming toolkit to immerse children, ages 9–15, in meaningful inquiry tasks . Quest Atlantis combines strategies used in the commercial gaming environment with lessons from educational research...
- Serious gameSerious gameA serious game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, religion,...
External links
- Next Gen UK Government-commissioned report on games based learning
- ARGuing European Union funded educational ARG to motivate students to learn languages
- Case studies and real world use - sponsored by the Scottish Government
- http://serc.carleton.edu/introgeo/games/howtogbl.html How To Teach Using Games
- EDUCAUSE Learning Initiative
- Engage Learning European Web Portal for Game-Based Learning resources and dissemination.
- The Game Based Learning Conference 2009 International Conference about Video Games, Social Media & Learning
- The Game Based Learning Community non-commercial online forum for thought leaders, innovators and practitioners
- Public Pedagogy through Video Games: Design, Resources & Affinity Spaces by James Paul Gee and Elizabeth Hayes
- Learnalot - Game-based online maths software for children aged 11-16
- Actibrain - GBL Brain Training for schools
- White Paper: Game-Based Learning - What it is, Why it Works, and Where it's Going - by the New Media Institute
- New Media Consortium
- Serious Games and Simulations (STEM Grant Funded)
- The Official Site of the book 'Digital Game-Based Learning' by Marc Prensky
- A review of work in Scotland using commercial off the shelf games such as Nintendogs, Guitar Hero, Endless Ocean, etc in the classroom
- Quest Atlantis
- 'Making Learning Fun: Quest Atlantis, A Game Without Guns' by Barab, Thomas, Dodge, Carteaux, Tuzun
- 'Teens, Video Games, and Civics - Teens's gaming experiences are diverse and include significant social interaction and civic engagement' by Lenhart, Pew Internet Project
- '2009 Horizon Report' by The New Media Consortium and EDUCAUSE Learning Initiative
- 2010 Horizon Report: The K12 Edition
- DEVELOPMENT OF A DIGITAL GAME-BASED LEARNING BEST PRACTICES CHECKLIST
- Old Fashioned Learning