game based learning lesson plans
TRANSCRIPT
Game-based learning in virtual world:
benefits and challenges
BY Ravindra
Jeevaraj
Overview
What is Game-Based Learning?
Gamification
Pedagogic benefits
Types of Game-Based virtual world
Practicalities
Challenges
Some research
What is game-based learning?Game based learning (GBL) is a type of game play that has defined learning outcomes. Generally, game based learning is designed to balance subject matter with gameplay and the ability of the player to retain and apply said subject matter to the real world. A game ‐based learning will use game principles to improve teaching and learning experiences, with technology playing a facilitative role. Game principles include the following:
Competition or challenge
Goal, rules and outcome
Interactive environment to be explored
Safe environment – limited consequences in the real world
Single or multi-player
Motivation, Feedback, Practice, Intensity, Choice/involvement, Engagement, Attention span, Mental Flexibility, ion Collaboration, Blissful productivity, Epic Meaning
Gamification
Gamification is not the same as game development. It is carefully selecting the element which user love about the game like challenges, Competition, risk, Getting in to different levels, feedback etc. Adding these elements to a non-gaming context to make more interesting --, to engage the people or to practice or to motivate the people to complete the work more efficiently.
Gamification is a tool to motivate the people to change their behavior through positive reinforcement
Pedagogic benefits
Motivation and engagement
Collaborative learning
Experiential and active learning
Problem-based learning
Authentic activities
As pedagogical devices, games are extremely useful they can enliven teaching topics and are especially ‐effective for dealing with problem solving and key concepts. Research shows that “games have a special role in building students’ self confidence” and “they can reduce the gap between quicker and slower learners” the ‐highly adaptable, flexible nature of games means that they can be moulded to suit a variety of learning settings and environments
Dimensions of virtual gaming worlds
Number of players : single to multi-player to massively multi-player
Fidelity of environment : textual to graphical to immersive
Genre : role play, simulation, adventure, puzzle, strategy
Medium : computer, mobile device, real world
Practicalities of learning in gaming environments
Match with curriculum – gaming outcomes and learning outcomes
Time available, location, resources
Associated activities, briefing, debriefing – learning package
Building in reflection and collaboration
Development options
Use entertainment games
Modify entertainment games
Use virtual worlds
Use educational games
Create games
Students create games
Memory Games
Virtual Dissection
Challenges
Development time / expertise
Cost
Novelty effect
Exclusion
Learning to play the game
Assessment
Need for more robust studies
1. Games must be collaborative in nature. For example, interdepartmental or intercampus Initiatives incorporating elements of game based or immersive learning.‐
2. Proposals should incorporate Teachers ideas and feedback.
3. Must incorporate behavior motivation considerations (for example, points, badges, Leader boards, among others).
4. Game Proposals should address instructional design needs/resources
5. Must track student learning outcomes and include evidence based evaluation strategy‐
6. Proposals should address how will other faculties will learn about and incorporate the solution.
7. Demonstrate a shift in pedagogy – using games/immersive technology in support of learning.
Process of developing the Games based learning experience
8. The priority will be given to projects that move from 100% classroom based to “hybrid” or “blended” learning. For example: “flipping” the classroom – doing things outside of class that used to be done in class (such as lectures), and using class time for collaborative activities.
9. Blended learning provides students with both the flexibility of online learning (time and place) and the structure and engagement of the in person classroom experience. ‐
10. Teachers ( Educators ) should be interested in exploring a variety of blended learning models, including various time share models (e.g., 50:50, 60:40, or 30:70 face to face versus online). ‐ ‐ ‐
11. Teachers (Educators) will not consider proposals for “web enhanced” courses that do not fundamentally change ‐the instructional model.
Process of developing the Games based learning experience