Games and Game-based Learning in Instructional Design (original) (raw)
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International Journal for the Scholarship of Teaching and Learning, 2009
This study examined the role of games in graduate-level instructional technology courses, where the curriculum includes complex abstract theory and hands-on, practical skills. A qualitative approach was used in the study, relying on classroom observations of student behavior (recorded by digital photographs), informal student verbal comments, formal written feedback, and analysis of student game projects, as sources of data. Participants had the opportunity to serve in one or both roles of 'educational game player' and 'educational game designer' . Issues involved in adapting existing games to classroom use are also discussed. Study findings reveal that games can be very useful in the classroom, helping to stimulate student active participation in the learning process.
Exploratory Study on the Impact of Game-Based Learning on Student Engagement
— Motivating students has always been the main concern of seasoned and new teachers. This is evident as they plan their lessons meticulously to ensure that their students are actively engaged in some form of activity or preparing for a task. The purpose of the paper is to examine the advantages, obstacles, and impact of using games on student engagement and involvement throughout the learning process. The findings will reveal that game-based learning has a profound and positive outcome on student level of motivation, comprehension, and retention of newly taught concepts.
Instructional design in game based learning and applications used in educational systems
Tehnički glasnik
The paper examines literature on the subject of instructional design and game based learning with the aim of identifying its positive effects and impact on users. Special attention was given to learning, encouragement and development of skills acquired through the use of game based learning. Game based learning is considered to be a complex system that requires instructional support geared towards stimulating cognitive processes. Several empirical research papers which provide insight into this field of interest have been chosen. The second set of papers provides confirmation accompanied with an analysis of instructional support as a function of the learning support. Also included were recent works which indicated the need for further research and the heterogeneity of the existing research. Other works complemented the unit and are mutually interconnected by a methodological approach providing insight into the issues that should be investigated in the future.
Games-Based Experiences for Learning
This report provides: - an overview of what makes a digital game a motivating and engaging learning experience - a taxonomy of learning elements of digital games - a set of design principles for digital games-based learning experiences. The report is based on a summary review of the available research literature on digital games-based learning and interviews with eight experts, including game developers, researchers in the field and teachers.
Educational game design: game elements for promoting engagement
arXiv (Cornell University), 2017
Engagement in educational games, a recently popular academic topic, has been shown to increase learning performance, as well as a number of attitudinal factors, such as intrinsic interest and motivation. However, there is a lack of research on how games can be designed to promote engagement. This mixed methods case study aimed to discover effective game elements for promoting 17-18 year old high school students' engagement with an educational game. Using within-case and cross-case analyses and triangulated data, 10 elements emerged and were categorized into the constructs of story, gameplay, and atmosphere. Examples and connections to the literature for each element are reported. Findings implicate that educational game design for both learning and engagement is composed of educational-game specific elements, game design for solely engagement is similar for both educational and entertainment games, and a gap on educational game design technique instead of theory should be addressed to further benefit educational game development.
Distinctions between games and learning: A review of the literature on games in education
Gaming & Cognition: Theories and Perspectives From the Learning Sciences., 2010
Serious Games are digital games designed for purposes other than pure entertainment. This category includes educational games but it also includes a great deal more. A field that was unheard of until Ben Sawyer referred to it as Serious Games in late 2002 (Sawyer, 2003) has already grown so large that one can only hope to keep track of a very small part of it. The time is rapidly coming to an end when literature surveys of even one branch of Serious Games can be considered comprehensive. This chapter will examine the current state of the discipline of that part of serious games that intersects with formal education, with a particular focus on design. The work begins broadly by looking at games in order to define the term but then narrows to a specific focus on games for education. In this way, it provides an educational context for games as learning objects, distinguishes between traditional, (i.e. non-digital; Murray, 1998) and digital games, and classifies games for education as a subcategory of serious games while at the same time still being part of a larger group of interactive digital applications.
Experiences of Promoting Engagement in Game-Based Learning
2009
There is a growing belief that techniques from digital games can improve student engagement in learning, resulting in improved success rates and a more rewarding experience for everyone involved. In practice, of course, success is never guaranteed because of the difficulty of addressing the many factors affecting the outcome. The main purpose of this paper is to clarify those factors as a basis for developing guidelines to help improve the chances of success. The ideas presented are based on the positive experience of using an engagement game in the teaching of first year programming and a more problematic experience of extending the approach to encourage students to seek one-year work placements. The paper starts with a summary of the first year engagement game, outlining its approach, results, and the lessons learned from the exercise. This is followed by the description of a substantially different game for second-year students, who undertake a full-year work placement in their third year of a four-year Computing degree. Again lessons learned from the experience are reported, with suggestions for further experimental work outlined.
Editorial. Digital games and learning
Journal on Educational Technology, 2019
This special issue aims to increase the body of knowledge and evidence concerning the learning potential of video games and gamification, as well as the problems associated with educational uses of games (Persico, Passarelli, Dagnino, Manganello, Earp, & Pozzi, 2019). The selection of papers presented here has been informed by this overarching aim. At the same time, we hope that educators planning to employ games in their classes will find that they provide inspiring examples of educational uses of games. Since designing appropriate and pedagogically sound game-based learning interventions is a difficult endeavour, we do hope that the following articles will contribute to dissipate the fog that often envelops design principles for Game-Based Learning.
Researchers have argued that an effort should be made to raise teachers’ and parents’ awareness of the potentially positive educational benefits of playing video games (e.g., see Baek, 2008). One part of this effort should be to increase understanding of how video games can be situated within teachers’ existing goals and knowledge of learning and instruction. However, relatively little research on game-based learning addresses teachers (Ketelhut & Schifter, 2011), and for many a gap remains between the apparent enthusiasm of researchers and policy makers relative to the potential of educational games and the attendant practicalities of selecting and implementing video games in classroom settings. This article begins to bridge this gap by providing research-based areas of awareness and a discussion of factors that can facilitate understanding related to choosing and using video games. To this end, we show how educational games can be conceptualized from different theoretical perspectives on learning and discuss a number of essential design issues that educators should take into account when considering a video game for educational use.