18. Definition:
Game-based learning (GBL) is a form of
learning where students may learn by
trial and error, by role-playing and by
treating a certain topic not as ‘content’
but as a set of rules, or a system of
choices and consequences.
“
”
20. Short-Form Games
• fit into a single class period
• typically focus on a specific
concept or skill
21.
22. Long-Form Games
• extend to multiple sessions or
even weeks
• focus on developing concepts
and 21st century skills
• performing better than
lectures...
23.
24. Genres
• Drill & Practice
• Puzzle
• Interactive Learning Tools
• Role Playing
• Strategy
• Sandbox
• Action/Adventure
• Simulations
60. Selecting a game:
• suitable for your students?
• what elements of the game
support your educational goals?
• would your students be
motivated to use it?
68. River City 370% increase
in learning for
D students
14% increase
for B students
69. Game-based learning is overall
effective and knowledge gains are
comparable to traditional forms of
teaching.
Connolly, Boyle, MacArthur, Hainey, & Boyle, 2012
Brom, Preuss, Klement, 2011
70. Games enhance both student
and teacher engagement.
Watson, Mong, & Harris, 2010
71. Games transform a traditional,
teacher-centric classrooms into a
learner-centered classrooms.
Watson, Mong, & Harris, 2010
Proctor & Marks, 2012
Sandford, Ulicsak, Facer, & Rudd, 2006
73. “When digital games were compared to
other instruction conditions without
digital games, there was a moderate to
strong effect in favor of digital games
in terms of broad cognitive
competencies.”
[An analysis of 77 peer-reviewed journal articles of students
K-16 studying STEM subjects]
77. 7 Building horizontal connections
6Assessment for learning
4Recognize individual differences
2The social nature of learning
5 Stretching all students
3 Emotions are integral to learning
1 Learners at the center
7 Principles of Learning