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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Published in | The Really Useful eLearning Instruction Manual pp. 175 - 194 |
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Main Author | |
Format | Book Chapter |
Language | English |
Published |
United Kingdom
Wiley
2013
John Wiley & Sons, Inc |
Subjects | |
Online Access | Get full text |
ISBN | 1118375890 9781118375891 |
DOI | 10.1002/9781118375860.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. |
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ISBN: | 1118375890 9781118375891 |
DOI: | 10.1002/9781118375860.ch10 |