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Advantages and
Disadvantages of Using
Games for Learning
By Patrick Walsh
Advantages
 Using games in the classroom lends itself to engaging
the learners as well as creates an environment of
exper...
How Game Design can Influence
Instructional Design
 Analyzes the current movement toward using games and
game design to e...
Perspective
 Types of Perspectives:
 Early game design consisted of Orthographic View
 One Frame (ex: Pac man, asteroid...
Narrative
 Creates a cognitive framework for problem-solving
 Back story
 Scenarios
 spatial vs. linear

 Relevance f...
Interactivity
 “A game is a series of interesting choices” – Sid Meier
 Choices promotes the following:
 An engaged lea...
Disadvantages

 Creates a series of developmental challenges for the
learners
 Game culture and play could be a disadvan...
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Advantages and disadvantages of using games for learning

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Advantages and disadvantages of using games for learning

  1. 1. Advantages and Disadvantages of Using Games for Learning By Patrick Walsh
  2. 2. Advantages  Using games in the classroom lends itself to engaging the learners as well as creates an environment of experiential learning.  The interaction in these games creates a better understanding for the learners in regards to information, tools, materials, and even the other learners.  Creates an “Engaged Learning Design”
  3. 3. How Game Design can Influence Instructional Design  Analyzes the current movement toward using games and game design to enhance teaching and learning  Creates an environment that can analyze the perspective, narrative, and interactivity of the learners amongst one another  Perspective  Broad view vs. One persons view  Narrative  Ex: Quest Atlantis framework of teaching through a storyline  Interactivity  Learners participating together in a game to promote their learning
  4. 4. Perspective  Types of Perspectives:  Early game design consisted of Orthographic View  One Frame (ex: Pac man, asteroids, etc.)  Moving into the game  There are side-scrollers which means that there is space outside of the visible window  Isometric View: 2 ½ Dimensional  First Person Point-of-View  Third Person Point-of-View  Relevance for Education  “Moving the learner into the material”  Project/ Problem based learning
  5. 5. Narrative  Creates a cognitive framework for problem-solving  Back story  Scenarios  spatial vs. linear  Relevance for Learning  Problem / Project / Case based learning  Plausibility is essential  “fantasy sustained if plausibility is maintained”
  6. 6. Interactivity  “A game is a series of interesting choices” – Sid Meier  Choices promotes the following:  An engaged learner  Critical thinking  Motivation to learn
  7. 7. Disadvantages  Creates a series of developmental challenges for the learners  Game culture and play could be a disadvantage to the learner if not designed correctly

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