Game-Based Learning

Games are becoming a focal point for the development of new elearning interventions under the mantra of “game‐based learning” or “serious games”. Games for learning have been effective in academic studies stretching back over the last 30 years. Students using games for learning tended to show an imp...

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Bibliographic Details
Published inThe Really Useful eLearning Instruction Manual pp. 175 - 194
Main Author Hubbard, Rob
Format Book Chapter
LanguageEnglish
Published United Kingdom Wiley 2013
John Wiley & Sons, Inc
Subjects
Online AccessGet full text
ISBN1118375890
9781118375891
DOI10.1002/9781118375860.ch10

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Summary:Games are becoming a focal point for the development of new elearning interventions under the mantra of “game‐based learning” or “serious games”. Games for learning have been effective in academic studies stretching back over the last 30 years. Students using games for learning tended to show an improvement in the attainment of learning objectives when compared to students using standard instructional methods. This should not come as a surprise; as one knows that being active in a learning experience is more effective than remaining passive and games demand our active attention. Furthermore, games create deeper learning experiences that more thoroughly engage participants in the attainment of learning objectives—motivated learners retain more than their uninterested counterparts. Interestingly, this chapter presents a holistic view of the current game‐based learning landscape, taking one on a journey through some of the design principles that underpin games and highlighting the game genres that can be used most effectively in a learning environment.
ISBN:1118375890
9781118375891
DOI:10.1002/9781118375860.ch10