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Game-based learning in virtual worlds: benefits and challenges Dr Nicola Whitton Education and Social Research Institute Manchester Metropolitan University
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Overview ► What is Game-Based Learning? ► Pedagogic benefits ► Types of Game-Based virtual world ► Practicalities ► Some research ► Challenges
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What is game-based learning? ► Competition or challenge ► Goal, rules and outcome ► Interactive environment to be explored ► Safe environment – limited consequences in the real world ► Single or multi-player
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Pedagogic benefits ► Motivation and engagement ► Collaborative learning ► Experiential and active learning ► Problem-based learning ► Authentic activities
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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
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Some examples ► Recruitment
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Curious?
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Some examples ► Recruitment ► Induction
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Alternate Reality
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Some examples ► Recruitment ► Induction ► Collaborative skills
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MMORGS
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Some examples ► Recruitment ► Induction ► Collaborative skills ► Creative skills
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Digital narrative
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Some examples ► Recruitment ► Induction ► Collaborative skills ► Creative skills ► Content
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Civilization
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Marketplace
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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
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Development options ► Use entertainment games ► Modify entertainment games ► Use virtual worlds ► Use educational games ► Create games ► Students create games
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Comparative experiment ► Two games with same Learning outcomes One based on traditional f-2-f activity One in immersive environment
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Time Capsule
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Pharaoh’s Tomb
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Comparative experiment ► Two games with same Learning outcomes One based on traditional f-2-f activity One in immersive environment ► Comparative groups tested for engagement and learning No significant difference overall but significantly less control in immersive environment
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Challenges ► Development time / expertise ► Cost ► Novelty effect ► Exclusion ► Learning to play the game ► Assessment ► Need for more robust studies
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