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Game Based Learing

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thomas frederick

on 9 November 2014

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Transcript of Game Based Learing

Thomas, Heather, and Jordon
Defining Game Based Learning
Game based learning (GBL) is a form of game play that has defined learning outcomes. Generally, game based learning is designed to evenly distribute subject matter with game-play and the ability of the player to retain and utilize said subject matter in the real world.
Overview of Game Based Learning
Video games have emerged as a powerful new educational force. New research initiatives are all competing to become the home of “serious gaming.” Yet when most people think of educational games, they think of Reader Rabbit. Game Based Learning (GBL) is much more advanced and complex; it provides situated experiences in which players are immersed in complex, problem solving tasks. GBL teaches students more than just facts; it provides ways of seeing and understanding problems and, critically, supplies opportunities to apply these newly obtained skills in their lives.

Game Based Learning's
Importance to Educational Technology
Game based learning is a relatively new method for education, thus evolving- daily. The wide spread use of media in the classroom has paved the scene for the integration of digital games as a form of learning for students. GBL's influence on learning continues to expand and assist classrooms throughout the world.
History of Game Based Learning
GBL can be dated as far back as the Lev Vygotsky era, when he proposed children learn best through play.Gaming research over the last forty years, including some studies that use rigorous statistical procedures to analyze findings from multiple studies have consistently found that games promote learning and reduce instructional time across multiple disciplines and ages. Although many of these reviews included non-digital games (pre-1980), there is little reason to expect that the medium itself will

History of Game Based Learning
change these results.
More recently, around 2001, Marc Prensky has become an influential figure in the evolution of Game Based Learning transitioning to Digital Game Based Learning (DGBL). In the last five years, classrooms utilizing DGBL show well-documented positive effects across multiple disciplines and learners.
Game Based Learning
Richard Van ECK

Associate Professor, Instructional Design & Technology

He has published and presented extensively in the field of digital game-based learning.

Link to a article with interesting insight on GBL:
Game Based Leaning has received numerous trends and still continues to evolve today. As the timeline below displays, Digital Game Based Learning has improved dramatically over the past thirty years.
Game Based Learning Trends
Recently a trend of Game Based learning is creating games for higher educational levels. Leap Frogs are not the only educational games anymore.
GBL encourages students to make and learn from mistakes in order to achieve goals, both within the game and within their own learning.
Game Based Learning Trends
Digital Game Based Learning has recently developed games that incorporate and clearly state the educational standards being taught. This is a beneficial tool for both the educator and students.
In addition, education has become more student centered and a new importance has been placed on intrinsic motivation. DGBL is incredible for promoting student engagement and motivation.
Game Based Learning Diagram
Game Based Learning
Game Based Learning: Trendy
from MIT to Preschool
Researchers in MIT’s Education Arcade are trying to harness the power of MMO games to teach high school students to think like scientists and mathematicians. Their game, The Radix Endeavor, is designed to be an educational game, and capitalizes on the interactions students can have as a way to build their knowledge and skills.
Throughout the world various computer programs are being utilized in preschools to teach students pre-literacy, mathematics, cognitive, and social skills at extraordinarily young ages.
Implications for Education
Today’s students are the first generation to grow up with so much new technology evolving every day. They have spent their entire lives using computers, video games, cell phones, and digital music players just to name a few. There is no going back!
Implications for Education
The average college graduate has spent fewer than 5,000 hours reading but more than 10,000 hours playing video games and another 20,000 watching television in their life time.
What does this data mean you ask? Today’s learners have become so dependent on technology that we would be lost without it. We have evolved into a technological world and the minds of new learners are not what they once were when your only resource was found in a library. We are moving towards becoming
Game-Based Learners!
Implications for Education
Game based learning in the classroom is mostly used through computer games. These games blur the instructional content with a fun gaming environment. The purpose of these game bases learning experiences is primarily to make learning engaging. Computer games offer a programmed environment by which the student can play, experiment, and learn from mistakes and feedback.
How is Game Based Learning used today?
Game based learning is “learning by doing” which corresponds to students interest and learning styles. Most schools offer various computer programs used to reinforce instructional content being taught in class. These games rang from action, role playing, sports, strategy, and simulation games.
With help from good school leaders fighting for new technologies and new practices, such as game based learning, people are now beginning to shy away from the stereotypical theory that video games are full of ‘violence and serial-killers’. Schools are starting to realize the importance of connecting to students on their level of learning and for many students game-based learning is the answer.
How will game-based learning affect the future?
Video game designers are working towards developing more effective learning games and have already successfully created many. Video games have the potential to create a new model of learning through meaningful activity that will prepare student for the “real world” as they discover and learn through virtual world. Many people believe game-based learning may take the place of traditional instructional approaches.
Future of game-based learning..
The University of Wisconsin-Madison has a large collection of professors that have helped in creating GBL websites and doing scientific research on GBL.

-Dennis Chaptman
-Kurt Squire
-James Paul Gee
Katie Salen
ERIC ZIMMERMAN is a game designer and academic who has been working in the game industry for nearly 20 years. His also co-founder and CEO of Gamelab.
Here is a link a list of his projects:
Prof Sara de Freitas
Sara was Director of Research at the Serious Games Institute, Coventry University, UK.

Sara has just published a new book titled "Education in Computer Generated Environments" published by Routledge
Dr. Genaro Rebolledo-Mendez
Genaro is currently a full-time researcher in Technology Enhanced Learning at the Facultad de Informática (Faculty of Informatics), University of Veracruz, Mexico. He is currently leader of the Educational Technology Group, which focuses on the design, development and evaluation of intelligent and game-based technology for educational purposes.
An International Centre for Excellence in Serious Games Applied Research, Business Engagement and Study
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