Download presentation
Presentation is loading. Please wait.
1
Learning in immersive worlds:
A review of game based learning
2
Introduction The earliest games have been used to support training and learning objectives. (war games) Immersive learning Against a context of the development of computers in particular personal computing and most recently the internet. Broadening use of leisure games and simulations has produced.
3
Simulations: earliest education game
Support professional training Vocational training Practice scenarios and skills support specified training needs violence Leisure time activity widely resisted by tutors and parents alike.
4
Two confuse in game for learning
how effective leisure games may be in achieving set learning objectives? leisure games have been used and tested in learning contexts has not always followed the principles of good learning design. game-based learning may not work in the same way as previous learning activities First : conflation of leisure games and educational – or serious games. Second: myriad of definitions surrounding games.
5
Definitions Rule-based play There is an emphasis upon choices Voluntary free activity There is an emphasis upon using games for leisure purposes and to give time for relaxation or breaks between learning. This is why it will be increasingly important for those engaged in producing games for learning.
6
Approaches Fairly neutral approach: video and computer games
Engaging and immersive learning experiences Delivering specified learning goals, outcomes and experiences.
7
confusions Choice of terminology alone.
Difficult to grasp Myriad attempted definitions, typologies and classifications that have emerged. ‘Games’ and ‘play’ both difficult concepts to define.
8
Focus Learning through play(games, simulations)
lack of cohesion within the research lack of development communities Learning through play(games, simulations) Immersive, visual context
9
Exploratory Learning Approach
Takes place in an immersive, virtual context lived experience in the real-world experience-based or exploratory
10
Approach to using games
linear approach exploratory approaches Greater flexibility require institutional sufficient technical support pedagogic sensitivities staff development strategies.
11
Using commercial off the shelf games for learning(COTS)
low costs Lack of access to equipment Lack of availability of up-to-date graphics / video cards. level of games literacy required by teachers and students Using games in the context of the national curriculum Advantages Disadvantages
12
Skills supported by game-based learning approaches
Perceptual and motor skills Cognitive thinking skills Process and strategic planning skills Mediation skills Leadership skills Team-based skills (leadership, coordination and communications skills.) Inadequately used without clear criteria incorrectly embedded into practice
13
Assessment and accreditation
self-assessment portfolio based approaches Journals group discussion and communications The use of games may lead to more innovative and flexible modes of assessment.
14
Developing, selecting, analyzing games in practice
How do we bridge the gap and allow games developers, educationalists and learners to work together to develop more effective learning games? ‘modding’ or the use of content creation tools redevelop or add to it and participatory design that is where the user becomes involved in the design process.
15
Frameworks for selecting and using games in practice
Context mode of representation pedagogic approach used specifics about the learner
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.