Resources > Games Based Learning
Games Based Learning
Games based learning refers to the use of computer games in classroom settings. The
games can be off the shelf commercial games such as The Sims or purpose built products
like games-ED (games based learning). Games based learning is constructivist learning
approach. For example, pixelfountain’s games-ED products utilise theories such as
situated learning, experiential learning and activity theory.
- Activity Theory: Games allow learners to participate and experiment in non-threatening
scenarios.
- Experiential Learning: Games support learn by doing.
- Situated Learning: Games provide information in a relevant context or setting. Learning
takes place alongside social interaction and collaboration. This latter point can
be an issue with standalone games.
games-ED learning approach:
Games based learning can be delivered in a single lesson or expanded to anchor a
whole topic.
- Pre-work to generate a base level for impact assessment of the workshop / lesson(s).
- Introduction and pre-work.
- The game (3 rounds of plan > do > review):
- Plan: consider missions and visual reports.
- Do: negotiate and make purchase decisions.
- Educator enters the decisions in a group discussion (what have you bought and why).
- Update the round.
- Review score and deal with incidents.
- Additional activities to encourage reflection and extension of the learning.
- Assessment of impact.
Games Based Situated Learning
If Games Based Learning is to succeed, it needs to be more than a bit of fun that
motivates students. It should be underpinned with learning theory. Measuring outcomes
such as fun, engagement, and motivation generates buy-in, but it provides no guiding
principles for designers and educators (teachers/ lecturers). Situated Learning provides
such a theoretical underpinning.
games-ED is underpinned by Games Based Situated Learning (GBSL). The products are
simulations that are played collaboratively with support and scaffolding from educators.
In the Games Based Situated Learning Paper opposite, games-ED products are judged
against the theory. General GBSL principles are laid out. A GBSL model is put forward
that asserts that learners benefit from learning from doing AND learning from being.
A games-ED pedagogy shows how the products can be used to anchor a series of lessons
/ activities. It is through a blended approach that benefits and learning outcomes
can be maximised.
Games Based Learning Analysis and Planning Tool
Games based learning that works: Developers and educators should get back to basics.
If we were buying a car, we might consider whether the car looks nice and suits our
needs. We might think about how we are going to use the car. We might worry about
support from the dealership. We might think about the long-term and wider outcomes,
such as the environment and whether we would be better off using public transport.
And finally, we would be concerned about the cost.
These five factors hold true for games based learning and they are: design, delivery
(usage), technology & support, outcomes and cost. See our Games Based Learning Analysis
and Planning Tool