As we move into the 21st century,
advances in information technology
are creating new possibilities for
using performance-based
assessments to measure learning.
2. Overview
What is Game-Based Learning?
Gamification
Pedagogic benefits
Types of Game-Based virtual world
Practicalities
Challenges
Some research
3. What is game-based learning?
Game based learning (GBL) is a type of game play that has defined learning outcomes. Generally, game based learning is designed to
balance subject matter with gameplay and the ability of the player to retain and apply said subject matter to the real world. A
game‐based learning will use game principles to improve teaching and learning experiences, with technology playing a facilitative
role. Game principles include the following:
Competition or challenge
Goal, rules and outcome
Interactive environment to be explored
Safe environment – limited consequences in the real world
Single or multi-player
Motivation, Feedback, Practice, Intensity, Choice/involvement, Engagement, Attention span, Mental Flexibility, ion
Collaboration, Blissful productivity, Epic Meaning
4. Gamification
Gamification is not the same as game development. It is carefully selecting the element which user love about the
game like challenges, Competition, risk, Getting in to different levels, feedback etc. Adding these elements to a
non-gaming context to make more interesting --, to engage the people or to practice or to motivate the people to
complete the work more efficiently.
Gamification is a tool to motivate the people to change their behavior through positive reinforcement
5. Pedagogic benefits
Motivation and engagement
Collaborative learning
Experiential and active learning
Problem-based learning
Authentic activities
As pedagogical devices, games are extremely useful ‐ they can enliven teaching topics and are especially
effective for dealing with problem solving and key concepts. Research shows that “games have a special role
in building students’ self‐ confidence” and “they can reduce the gap between quicker and slower learners” the
highly adaptable, flexible nature of games means that they can be moulded to suit a variety of learning
settings and environments
6. 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
7. 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
8. Development options
Use entertainment games
Modify entertainment games
Use virtual worlds
Use educational games
Create games
Students create games
Memory Games
Virtual Dissection
9. Challenges
Development time / expertise
Cost
Novelty effect
Exclusion
Learning to play the game
Assessment
Need for more robust studies
10. 1. Games must be collaborative in nature. For example, interdepartmental or intercampus Initiatives
incorporating elements of game‐based or immersive learning.
2. Proposals should incorporate Teachers ideas and feedback.
3. Must incorporate behavior motivation considerations (for example, points, badges, Leader boards, among
others).
4. Game Proposals should address instructional design needs/resources
5. Must track student learning outcomes and include evidence‐based evaluation strategy
6. Proposals should address how will other faculties will learn about and incorporate the solution.
7. Demonstrate a shift in pedagogy – using games/immersive technology in support of learning.
Process of developing the Games based learning experience
11. 8. The priority will be given to projects that move from 100% classroom based to “hybrid” or “blended” learning. For
example: “flipping” the classroom – doing things outside of class that used to be done in class (such as lectures), and
using class time for collaborative activities.
9. Blended learning provides students with both the flexibility of online learning (time and place) and the structure
and engagement of the in‐person classroom experience.
10. Teachers ( Educators ) should be interested in exploring a variety of blended learning models, including various
time‐share models (e.g., 50:50, 60:40, or 30:70 face‐to‐face versus online).
11. Teachers (Educators) will not consider proposals for “web‐enhanced” courses that do not fundamentally change
the instructional model.
Process of developing the Games based learning experience