This document provides an overview of game-based learning (GBL) in U.S. higher education. It defines GBL and discusses its applications, benefits, and current status. GBL is still in early adoption, but an ecosystem is starting to form through the development of games, badge systems, repositories, and tools. The document also notes that while simulations are more common, widespread adoption of GBL has yet to occur in higher education.
A presentation delivered at iDesignX Australia 2017 containing definitions and reasons for taking a game-based learning approach. Demonstration on how to map existing L&D roles to game development tasks and project management best practice. A seven step practical process for developing a learning game with additional instructional design and game design tips at gerardfriel.com.
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A presentation delivered at iDesignX Australia 2017 containing definitions and reasons for taking a game-based learning approach. Demonstration on how to map existing L&D roles to game development tasks and project management best practice. A seven step practical process for developing a learning game with additional instructional design and game design tips at gerardfriel.com.
Presentasi ini memaparkan tentang peranan industri kreatif dalam perkembangan ekonomi Indonesia. Ipang Wahid berkesempatan untuk membahas beberapa data terkait industri kreatif dalam acara Temu Jaringan Saudagar Muhammadiyah yang dilaksanakan di Yogyakarta.
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Game-based Learning in Higher Education 2012
1.
A
SCAN
OF
GAME-‐BASED
LEARNING
IN
U.S.
HIGHER
EDUCATION
Spring
2012
by
Anne
Derryberry
Analyst,
Sage
Road
SoluHons
Producer/Designer,
I’m
Serious
2. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 3
Table
of
Contents
SecHon
1:
General
Overview
of
Gamed-‐based
Learning
(GBL)
SecHon
2:
Status
of
GBL
in
U.S
Postsecondary
EducaHon
–
Spring
2012
SecHon
3:
Conclusions
3. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 4
GENERAL
OVERVIEW
OF
GAME-‐BASED
LEARNING
(GBL)
SecHon
1
4. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 5
Learning
Games
Are
a
Subset
of
Serious
Games
Computer
Games
Games
Serious
Games
Learning
Games
5. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 6
Many
Industries
and
Disciplines
Use
Serious
Games
to
Reach
Audiences
MarkeHn
g
&
AdverHsi
Govern The Apply Group
ng
ment
predicts that
ate
between 100 and
C orpor g
Train
in EducaHon
135 of the Global
s
PoliHc Work
Fortune 500 will
pla have adopted
Perso ce/
od
Produ nal
a l
Go *games for
Health cHvit
y
Soci
care
learning* by the
end of 2012, with
Journalism
the United States,
y
Emergency
Militar United Kingdom and
Services
Germany leading
the way.
7. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 8
From
Learning
Games
to
Game-‐based
Learning
• A
single
game
or
several
games
applied
to
a
course
or
specific
learning
goal
is
a
good
start,
but
doesn’t
address
wide-‐spread
need
–
or
opportunity.
• Moving
from
“pockets
of
innovaHon”
to
systemic
implementaHon
requires
different
thinking.
• Game-‐based
learning
embraces
the
ecosystem
surrounding
the
intersecHon
of
pedagogy
and
serious
games.
8. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 9
Game-‐based
learning
has
enough
trac&on
that
it
is
being
tracked
by
market
research
firms.
9. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 10
Ambient
Insight’s
8
Types
of
Pedagogically-‐defined
Learning
Products*
• Self-‐paced
eLearning
courseware
• Digital
video,
text
and
audio
reference
• CollaboraHon-‐based
learning
• Social
learning
• SimulaHon-‐based
learning
• Game-‐based
learning
• CogniHve
learning
• Mobile
learning
*Ambient Insight, 2011
(www.ambientinsight.com/Resources/Documents/
AmbientInsight_Learning_Technology_Taxonomy.pdf)
10. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 11
For
EducaHon
Sector,
GBL
Really
Means
K-‐12
In
HED,
GBL
Just
StarHng
to
Gain
TracHon
• Some
simulaHon-‐based
learning
–
mostly
medical
simulaHons
and
business
simulaHons
(McGraw-‐Hill,
SimVenture)
• Some
classes
are
being
offered
in
virtual
worlds
like
Second
Life
and
AcHve
Worlds.
• “[Game-‐based
learning
is]
not
in
wide
use
in
higher
educaHon.”
-‐Sam
Adkins,
Ambient
Insight.
From
Industry
Gamers
interview,
8/18/11.
(www.industrygamers.com/news/
serious-‐games-‐mobile-‐driving-‐a-‐renaissance-‐in-‐edutainment/)
11. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 12
Horizon
Report*
Maintains
Its
ProjecHons
on
Time
to
AdopHon
2011
2012
<
1
yr.
Electronic
Books
<
1
yr.
Tablets
Mobile
Apps
Mobile
Apps
2-‐3
yrs.
Augmented
Reality
2-‐3
yrs.
Game-‐based
Learning
Game-‐based
Learning
Learning
AnalyHcs
4-‐5
yrs.
Gesture
CompuHng
4-‐5
yrs.
Gesture
CompuHng
Learning
AnalyHcs
Internet
of
Things
*The
NMC
Horizon
Report:
2012
Higher
Educa&on
Edi&on
www.nmc.org/publicaHons/horizon-‐report-‐2012-‐higher-‐ed-‐ediHon
12. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 13
Knewton (an adaptive learning platform developer) says game-based
learning is one of six “new technologies” that result in more effective
learning solutions. (http://www.knewton.com/digital-education/)
Knewton is deployed at ASU, Penn, SUNY and others.
13. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 14
STATUS
OF
GAME-‐BASED
LEARNING
IN
U.S.
POSTSECONDARY
EDUCATION
TODAY
SecHon
2
14. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 15
We’re
SHll
Early
on
the
AdopHon
Curve
for
GBL
in
HED
15. Game-‐based
Learning
Ecosystem
for
HED
Is
StarHng
to
Form
•
Games
•
Learning
standards
•
Badge
system
•
IntegraHon
guidelines
•
Repository
•
ADA
•
CreaHon
tools
Learning
Community
Students
Faculty
•
Developers
InsHtuHon
•
Legislatures
•
Publishers
•
FoundaHons
•
Internal/External
•
Industry
associaHons
consultants
Technology
Infrastructure
• Access
ŸDistribuHon
plaqorm
ŸSocial
Media
ŸBadge
system
ŸLMS
ŸAnalyHcs
Anne Derryberry,
Sage Road Solutions LLC
2011, rev. 2012
16. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 17
Who
Is
Using
GBL
In
the
Curriculum
17. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 18
University
Research
Centers
Exploring
GBL
• Educa2on
Arcade
at
MIT
-‐
www.educaHonarcade.org
• Games,
Learning,
Society
at
the
University
of
Wisconsin-‐Madison
-‐
www.gameslearningsociety.org
• Center
for
Game
Science
at
University
of
Washington
–
www.centerforgamescience.org/site/
• Games
for
Learning
Ins2tute
at
NYU
–
h`p://g4li.org/about
• Ins2tute
for
Simula2on
&
Training
at
University
of
Central
Florida
–
www.ist.ucf.edu/index.htm
• Center
for
Transforma2ve
Media
at
Parsons
The
New
School
for
Design
–
h`p://ctm.parsons.edu/
18. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 19
University
Research
Centers
Exploring
GBL
• Interac2ve
Communica2ons
&
Simula2ons
at
University
of
Michigan
–
h`p://ics.soe.umich.edu/
• GAMeS
(Games,
Anima2on,
Modeling
and
Simula2on)
Lab
at
Radford
University
-‐
h`p://gameslab.radford.edu/
• 3D
Game
Lab
at
Boise
State
University
-‐
h`p://3dgamelab.org.shivtr.com/
• Serious
Games
Center
at
Purdue
–
h`p://social.educaHon.purdue.edu/game/about/
19. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 20
Many
Commercial
Entertainment
Games
Are
Used
as
Learning
Tools
Game
DescripHon
ApplicaHon
Angry
Birds
Players
use
a
slingshot
to
launch
birds
at
pigs
staHoned
Physics,
Math,
History,
e.g.,
on
or
within
various
structures
with
the
intent
of
h`p://ilearntechnology.com/?p=3970
destroying
all
the
pigs
on
the
playing
field.
Spore
Player
controls
development
of
a
species
from
Biology,
Life
Sciences,
EvoluHon,
e.g.,
microscopic
organism,
through
development
as
h`p://wiimedia.ign.com/wii/image/
intelligent
and
social
creature,
to
interstellar
arHcle/100/1003849/spore-‐
exploraHon
as
a
spacefaring
culture.
hero-‐20090715110445707_640w.jpg
CivilizaHon
Players
a`empt
to
expand
and
develop
their
empires
World
History,
diplomacy
(series)
through
the
ages
from
the
ancient
era
unHl
modern
and
near-‐future
Hmes.
www.techieteacher.org/2010/
02/civilizaHon-‐project-‐step-‐3-‐and-‐
more.html
EVE
Online
Massively
mulHplayer
online
role-‐playing
game
in
Economics,
Finance
which
players
discover,
explore
and
dominate
a
www.w.com/cms/s/0c3c18fe-‐
science-‐ficHon
universe
by
forming
corporaHons,
fc03-‐11db-‐93a4-‐000b5df10621
trading
with
other
players,
making
alliances
and
ba`ling
for
supremacy.
SimCity
A
city-‐building
simulaHon
game.
Player
manages
city
Management,
Urban
planning,
Resource
resources
to
keep
ciHzens
happy
and
city
thriving.
management
h`p://oirt.rutgers.edu/games/
simcity.html
20. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 21
343
CerHficate
and
Degree
Programs
in
U.S.
for
Game
Design/Programming
301 undergraduate, 42 graduate programs
In 45 states (and D.C.)
• California
–
54
• Minnesota
–
14
• Texas
–
24
• Massachuse`s
–
13
• Illinois
–
20
• Arizona
–
10
• Florida
–
18
• Michigan
–
10
• New
York
-‐
15
• Pennsylvania
–
10
From Entertainment Software Assn., 2011. http://www.theesa.com/gamesindailylife/schools.asp
21. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 22
CONCLUSIONS
SecHon
3
22. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 23
Game-‐based
Learning
in
HED
–
A
“Green
Field”
Opportunity
• Growing
consumer
fascinaHon
with
games
is
driving
accelerated
interest
in
using
games
in
and
for
learning.
• AdopHon
of
games
for
learning
is
in
its
early
stages.
• While
universiHes
and
colleges
are
adding
courses,
curricula
and
programs
to
teach
game
design
and
development,
very
few
are
using
game
principles
to
improve
teaching
and
learning
experiences.
• Pockets
of
innovaHon
are
beginning
to
emerge
related
to
technology
tools,
plaqorms
and
Htles.
As
yet,
there
are
virtually
no
examples
of
systemic
insHtuHonal
adopHon.
• There
is
a
wide-‐open
opportunity
to
“flip”
the
conversaHon
from
a
focus
on
producing
digital
assets
to
leveraging
the
moHvaHonal
and
engagement
elements
of
games
and
gamificaHon
to
promote
student
retenHon,
progress
and
compleHon.
23. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 24
InsHtuHonal
ConsideraHons
for
Broad
Scale
AdopHon
of
Game-‐based
Learning
Include…
• Learning
content
takes
many
• Feedback
system
(aka
forms,
e.g.:
“GamificaHon”
or
“Behavior
• Scavenger
hunts
MoHvaHon
System”)
• Drill-‐and-‐pracHce
games
• Profiles
• e-‐Learning
w/
game
dynamics
as
• Badges
part
of
design
• Awards/incenHves
• Immersive
simulaHons
• Leaderboards
• Alternate
reality
• Social
media
plaqorm
• Augmented
reality/locaHon-‐
• CommunicaHons
based
services
• CollaboraHons
• Mobile
access
• LMS
integraHon
• Technical
support
24. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 25
“Leveling
Up”
Game-‐based
Learning
in
HED
Successful
adopHon
of
game-‐based
learning
requires:
• A
solid
understanding
of
the
GBL
ecosystem
• A
deep
knowledge
of
game-‐based
learning
on
both
a
micro-‐
and
a
macro-‐level
• A
detailed
framework
for
adopHon
addressing
market
realiHes,
insHtuHonal
requirements,
partner
idenHficaHon,
technology
integraHon,
and
organizaHonal
readiness.
25. Need
help
gezng
started?
Give
us
a
call
at
Sage
Road
SoluHons.
We
know
how
to
get
you
there.