GBL

[Game Based Learning]
Martin Sillaots
What is GBL?
Digital
Game Based Learning Serious
Games Edutainment Gamification
Game Based Learning
Serious Games
• Games for serious purpose
• Not only for entertainment
• E.g.: education, defense, health care, scientific
exploration, emergency management, city
planning, engineering, religion, politics, …
Other Definitions
• Game-Based Learning (GBL) – branch of
serious games that deals with applications
that have defined learning outcomes
• Digital Game-Based Learning
• Edutainment – entertainment + education –
form of entertainment designed to educate as
well as to amuse
• Gamification – application of game elements
in non-gaming situations
Challenges
Why GBL is not widespread?
Challenges
• Mentality - gaming is not learning
• Availability - where to find educational
games?
• Implementation - how to use games in
learning?
Mentality
• Learning is serious - Games are fun
• Game development is a game industry
business
• Teachers, parents and decision makers say:
playing game is a waste of time
• Students say: it's quality time
• What you say?
A: Jump, B: Shoot
What more could you need

Very Demotivational.com
How to Change the Mentality?
• Edutainment - learning goals are hidden
behind the entertainment
• Develop serious games - games with learning
goals
• Show that games can increase interest in
learning
• Simulations can be cheaper then real
experiments
Who Says
Videogames don’t pay off in real life?

Motifake.com
Availability
Where to find educational games?
e.g. Math games www.mathplayground.com
Implementation
How to integrate game and learning?
Implementation
• Make connection between game and learning
goals
• Use commercial games for educational goals
e.g. Harry Potter game in literature
• Design new games based on educational goals
e.g. Time Mesh in history
Harry Potter Game
•
•
•
•

Play the game at home
Select one character
Write essay
Have you played Harry
Potter kind of games?
• Have you seen
educational value in it?
Time Mesh History Game

Game for teaching history of Europe

www.timemesh.eu
Goals of the History Curriculum
•
•
•
•
•
•
•
•
•

Rise the interest
Understand main terminology of history
Acquire chronological framework
Know the map
Understand the connections between present and past
See the connections between different historical events
Understand that one event can be interpreted differently
Develop skills needed for justifying personal opinion
Put learners in the position of people lived in the past
Important Processes that Shaped
Europe During Last 600 Years
•
•
•
•
•
•
•
•
•
•

Reformation
French revolution
Industrial revolution
The born of nation based countries
Maritime History and Colonial countries
I World war
II World war
Cold war
European Union
Collapse of the Soviet Union
Goal of the Time Mesh Game
• The present time in the game is different from
the reality e.g. kids are not in schools but working
• Some important events have not taking place
• Player has to go back in time and fix the history
– to influence important historical actors
– to ensure that historical events will take place

• At the same time they learn important issues
from that period
Time Mesh - Industrial Revolution - Scene 1
Strategies
How to integrate playing activities
with the learning activities?
Strategies
• Introduction to the courser – e.g. Gazzilionaire
• Bonus material in the end of the course
• One topic from the curriculum as a game based
lesson
• Entire curriculum based on game or simulation –
e.g. Titan
• Game activity as home work
• Game based recreation
• Students designing educational games – e.g. iTEC
Gazzilionaire as Intro or Bonus
• http://www.lavamind.com/gaz.html
• Game goal: fly in space, trade, make gazillion
kubars, win the game
• Business education goals: buy low, sell high,
earn profit
Gazzilionaire
Titan as Lesson or Course
• http://newtitan.ja.org
• Business education goals (supported by Titan):
– Demand and supply and market balance
– Productivity
– Marketing
– Research and development
– Budgeting
Titan
Students Designing Games
•
•
•
•

Project based learning
iTEC project - itec.eun.org
Learning scenarios - itec.aalto.fi/scenarios
Students Developing Educational Games
Students Developing Educational Games
•
•
•
•
•
•
•
•
•

Introduction of educational games
Defining evaluation criteria for games
Selection of the curriculum topic
Game design
Develop e.g. with <eAdventure>
Involve experts
Publish games
Evaluate games
Younger students test games
Games Introduced by Students
•
•
•
•
•
•
•
•
•
•

Estonia board game
Listen CD dame for learning words
Domino board game
Professor Layton adventure http://professorlayton.nintendo.com
L.A Noire detective http://www.rockstargames.com/lanoire
Sims 3 http://www.thesims3.com
Little Big Planet puzzle http://www.littlebigplanet.com
NBA 2k12 sports http://www.2ksports.com/games/nba2k12
FIFA11 sports http://www.ea.com/soccer/fifa
Portal 2 puzzle http://www.thinkwithportals.com
Game Designs Created by Students
• Escape from the Zoo
• Angry Dog
• Dog board game
e-adventure.e-ucm.es
Obstacles
When educational games are available
and they are meaningful to use why
they are rarely implemented?
Obstacles
• Time - teachers don't have time to learn and
test the game
• Money - commercial games
• Technical - internet speed, different hardware
and software platforms
• Organizational – is the computer lab free? Is
the software installed?
• More?
Our Job in Two Words …

Demotivational.com
… Not!
• Gaming is part of reality
• Students like to play
• Let’s use students weapons against them
More Information

summerschool.tlu.ee/design-of-serious-games
www.facebook.com/groups/segan
seriousgamesnet.eu
Game Over

Demotivational.com

GBL

  • 1.
  • 2.
    What is GBL? Digital GameBased Learning Serious Games Edutainment Gamification Game Based Learning
  • 3.
    Serious Games • Gamesfor serious purpose • Not only for entertainment • E.g.: education, defense, health care, scientific exploration, emergency management, city planning, engineering, religion, politics, …
  • 4.
    Other Definitions • Game-BasedLearning (GBL) – branch of serious games that deals with applications that have defined learning outcomes • Digital Game-Based Learning • Edutainment – entertainment + education – form of entertainment designed to educate as well as to amuse • Gamification – application of game elements in non-gaming situations
  • 5.
    Challenges Why GBL isnot widespread?
  • 6.
    Challenges • Mentality -gaming is not learning • Availability - where to find educational games? • Implementation - how to use games in learning?
  • 7.
    Mentality • Learning isserious - Games are fun • Game development is a game industry business • Teachers, parents and decision makers say: playing game is a waste of time • Students say: it's quality time • What you say?
  • 8.
    A: Jump, B:Shoot What more could you need Very Demotivational.com
  • 9.
    How to Changethe Mentality? • Edutainment - learning goals are hidden behind the entertainment • Develop serious games - games with learning goals • Show that games can increase interest in learning • Simulations can be cheaper then real experiments
  • 10.
    Who Says Videogames don’tpay off in real life? Motifake.com
  • 11.
    Availability Where to findeducational games?
  • 12.
    e.g. Math gameswww.mathplayground.com
  • 13.
  • 14.
    Implementation • Make connectionbetween game and learning goals • Use commercial games for educational goals e.g. Harry Potter game in literature • Design new games based on educational goals e.g. Time Mesh in history
  • 15.
    Harry Potter Game • • • • Playthe game at home Select one character Write essay Have you played Harry Potter kind of games? • Have you seen educational value in it?
  • 16.
    Time Mesh HistoryGame Game for teaching history of Europe www.timemesh.eu
  • 17.
    Goals of theHistory Curriculum • • • • • • • • • Rise the interest Understand main terminology of history Acquire chronological framework Know the map Understand the connections between present and past See the connections between different historical events Understand that one event can be interpreted differently Develop skills needed for justifying personal opinion Put learners in the position of people lived in the past
  • 18.
    Important Processes thatShaped Europe During Last 600 Years • • • • • • • • • • Reformation French revolution Industrial revolution The born of nation based countries Maritime History and Colonial countries I World war II World war Cold war European Union Collapse of the Soviet Union
  • 19.
    Goal of theTime Mesh Game • The present time in the game is different from the reality e.g. kids are not in schools but working • Some important events have not taking place • Player has to go back in time and fix the history – to influence important historical actors – to ensure that historical events will take place • At the same time they learn important issues from that period
  • 20.
    Time Mesh -Industrial Revolution - Scene 1
  • 21.
    Strategies How to integrateplaying activities with the learning activities?
  • 22.
    Strategies • Introduction tothe courser – e.g. Gazzilionaire • Bonus material in the end of the course • One topic from the curriculum as a game based lesson • Entire curriculum based on game or simulation – e.g. Titan • Game activity as home work • Game based recreation • Students designing educational games – e.g. iTEC
  • 23.
    Gazzilionaire as Introor Bonus • http://www.lavamind.com/gaz.html • Game goal: fly in space, trade, make gazillion kubars, win the game • Business education goals: buy low, sell high, earn profit
  • 24.
  • 25.
    Titan as Lessonor Course • http://newtitan.ja.org • Business education goals (supported by Titan): – Demand and supply and market balance – Productivity – Marketing – Research and development – Budgeting
  • 26.
  • 27.
    Students Designing Games • • • • Projectbased learning iTEC project - itec.eun.org Learning scenarios - itec.aalto.fi/scenarios Students Developing Educational Games
  • 28.
    Students Developing EducationalGames • • • • • • • • • Introduction of educational games Defining evaluation criteria for games Selection of the curriculum topic Game design Develop e.g. with <eAdventure> Involve experts Publish games Evaluate games Younger students test games
  • 29.
    Games Introduced byStudents • • • • • • • • • • Estonia board game Listen CD dame for learning words Domino board game Professor Layton adventure http://professorlayton.nintendo.com L.A Noire detective http://www.rockstargames.com/lanoire Sims 3 http://www.thesims3.com Little Big Planet puzzle http://www.littlebigplanet.com NBA 2k12 sports http://www.2ksports.com/games/nba2k12 FIFA11 sports http://www.ea.com/soccer/fifa Portal 2 puzzle http://www.thinkwithportals.com
  • 30.
    Game Designs Createdby Students • Escape from the Zoo • Angry Dog • Dog board game
  • 31.
  • 32.
    Obstacles When educational gamesare available and they are meaningful to use why they are rarely implemented?
  • 33.
    Obstacles • Time -teachers don't have time to learn and test the game • Money - commercial games • Technical - internet speed, different hardware and software platforms • Organizational – is the computer lab free? Is the software installed? • More?
  • 34.
    Our Job inTwo Words … Demotivational.com
  • 35.
    … Not! • Gamingis part of reality • Students like to play • Let’s use students weapons against them
  • 36.
  • 37.

Editor's Notes

  • #4 Other terms: (digital) game based learning, gamefication