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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.

 

  1. Activity Theory: Games allow learners to participate and experiment in non-threatening scenarios.
  2. Experiential Learning: Games support learn by doing.
  1. 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.

  1. Pre-work to generate a base level for impact assessment of the workshop / lesson(s).
  1. Introduction and pre-work.
  2. The game (3 rounds of plan > do > review):
  1. Additional activities to encourage reflection and extension of the learning.
  1.   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

 

 

 

 

 

 

Cover of (with link to) games-ED - Games Based Situated Learning Theory paper.

Games

Based Situated

Learning Paper

Cover of (with link to) games-ED - Games Based Learning Analysis and Planning Tool.

Games Based  Learning Analysis and Planning Tool

Sustainaville games based learning main screen. games-ED logo: games based learning company linked to pixelfountain.
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