Showing posts with label game-based learning. Show all posts
Showing posts with label game-based learning. Show all posts

Friday, May 21, 2010

How Games Affect Our Lives: From Job Training and Education to Stories and Politics

From using game-based learning (GBL) for job training, to how Nazis used game boards as part of their propaganda campaign, here are this week’s top links!

What stands out for me in these articles is the tremendous influence games have on our lives. Not only can we learn specific skills from games, but they also affect our perception of the world and ourselves.

Enjoy some Friday reading, and we look forward to hearing your comments!

And don’t forget! 

Path of the Elders will soon be announcing the details of its upcoming contest! 

Make sure you’re ready to compete – visit PathoftheElders.com to practice your trapping, hunting, and canoeing skills!

1)    OK, game-based learning is fine for kids, but is it really useful for adults? 

This is the question Helen Routledge, GBL Instructional Design Manager at Pixelearning, answers in her interview posted on G-Cube Solutions’ blog, “Game-Based Learning – Fad or Future?” Routledge talks about some of the ways game-based learning is being used in the corporate world.

From the type of learner best suited to game-based learning to the challenges game designers face, this is a quick introduction for anyone interested in the use of game-based learning outside of the classroom.

Friday, April 9, 2010

How Gaming Survived the Gothic Renaissance

Have you noticed there is a surprising overlap between early epic (quest-based) video games and Victorian Gothic novels?

If you’re unfamiliar with the Gothic genre, think Dracula or Frankenstein. They usually involve some dark -- often supernatural -- force that lurks below the surface. They’re the stories that make you feel a little uneasy; they’re the stories where the world is just a little bit dark.

No, epic video games are not all about vampires or zombies (although they might be!). It’s not in the content that epic video games overlap with Gothic novels, it’s in their shared nostalgia for an idealized past.

Monday, March 22, 2010

Part 2: Winning through Game-Based Learning

Reading my previous post, you may have come to the conclusion that I am against the concept of winning in game-based learning.

This is not true.

Winning defines the majority of our lives: we’re always struggling to achieve our own definition of success, whether that means getting a B- instead of a C, completing a project ahead of schedule, or having the courage to push for a sale.

At its best, winning creates a sense of mastery; it shows what you are capable of achieving; it demonstrates you have the ability to develop and sharpen your skills.

Winning becomes a problem when:

A)    Winning becomes the sole focus of the activity
B)    The reward for winning is extraneous to the required action
C)    Your ability to win is decided solely through comparison with others

There must be a rational and significant link between what you do and how and what you win.

Part 1: Winning through Game-Based Learning

You may remember my first post discussed how game-based learning gives students freedom from failure. 

So I think it’s time we talked about winning.

Gaming vs Reality

Jesse Schell, Professor of Entertainment Technology at Carnegie Mellon University, gave an impassioned and compelling speech at the 2010 DICE (Design Innovate Communicate Entertain) summit. He argued that the divide between “real life” and gaming is becoming increasingly blurry: games are “breaking through into reality.”

Even if you haven’t played them, you’re probably familiar with some of the past year’s most successful games, such as Farmville, Mafia Wars, Club Penguin, Webkinz, and Wii Fit.

Prof. Schell argues that each of these games crosses the boundary between reality and fantasy. The player is encouraged to invest money, compete with friends, or perform physical activities to play the game.

Most significantly, Prof. Schell mentions a case where Lee Sheldon, a professor at the University of Indiana, gives his students “experience points” instead of grades. Consequently, Dr. Sheldon has seen increased class attendance and participation and higher quality work.

In other words, gaming increasingly affects our actions in real life.

Saturday, March 13, 2010

Game-Based Learning: Revolutionary or Reactionary?

Do you “walk and use your feet” to get to work? Do you “work and write a report”?

Of course not. The “and” is self-evident.

So why do we use phrases like “education and technology” or “education and gaming”, as though gaming, technology, and education were entirely separate?

Why does education carry around this “and” like its very own force field?