Games, gamification and game-based learning have entered into the vocabulary of trainers, elearning developers and instructional designers in the past few years. While the use of games for learning seems like a good match, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change result from playing a game? What elements of games can learning designers borrow from game designers? The answer to these questions can be found in the research on game-based learning.
This interactive presentation includes many examples of using game-based learning for performance improvement and highlights how organizations have used games to achieve learning success. And, yes, you will play a game at this presentation. Discover how research-based practices fit in with today's fast-paced need for quick, effective instruction.
17. Fantasy– There are both cognitive and
emotional reasons for evoking fantasy.
Cognitively a fantasy can help a learner
apply old knowledge to understand new
things and help them remember the
content. Emotionally, a person can
connect with the experiences and not
bring with it “real-world” concerns or fears.
18.
19. Challenge and Consolidation– Good games offer players a set
of challenging problems and then let them solve these problems
until they have virtually routinized or automated their solutions.
Games then throw a new class of problem at the players requiring
them to rethink their now, taken-for-granted mastery, learn
something new, and integrate this new learning into their old
mastery.
James Paul Gee,
University of Wisconsin-Madison
50. Negotiation Skills
Can be divided into different
segments:
• Know your position
• Know your opposition’s
position
• Understand what you
can give up.
.
Immediately after the learning from conventional
instruction or a game, the surface level and text base
level representation of content is still sufficiently available
causing no difference between the conventional
instruction or the game in comparison studies.
In contrast, after 2-4 days, the benefit of deeper processing
in the game condition pays off as the surface level and text
base level representation of the content decays.
Studies with a one session learning stage in which an immediate and a delayed test
is administered show no efficacy on the short term but they do in the long term.
56. 1) Interactivity of games leads to higher knowledge.
2) Fantasy, curiosity and challenge are key elements for
instructional games.
3) Embed facts to be learned in the context of stories.
4) On screen characters can enhance e‐learning.
5) Use stories rather than bulleted lists to present facts.
6) Present learners with a difficult challenge to engage and
motivate them.
7) Use stories that are related to the context of the desired
learning outcome.
8) Feedback needs to be targeted.
9) Embedded the game into a larger curriculum.
Takeaways