Game Based Learning
Game-Based Learning seeks to apply the technologies and engagement factors of the hyper-successful electronic games sector, and of games more generally, to create effective learning experiences. This includes everything from the creation of original games with learning outcomes embedded in the gameplay (“serious games”) to the game-like animation (“gamification”) of more traditional learning approaches .
Opportunity Statement
Venture opportunities in Game-Based Learning are available to publishers, game designers, instructional designers, inventors, educators, etc, with practically no age or subject restrictions. The rapid diversification of gaming platforms (e.g. Wii, Kinect, tablet, mobile, etc,) is expanding the opportunity domain.
Prediction Source(s)
Posted in: Emerging Markets Poll
Peggy Lawson 8:12 pm on September 6, 2012 Permalink | Log in to Reply
Not long ago most so-called educational games were better at selling software than at providing true learning experiences. No more. Well designed educational games can provide engaging and often very authenitic educational opportunities for students.
kstackhouse 7:40 am on September 7, 2012 Permalink | Log in to Reply
This is one topic that could be tied in with the Apps topic. Rather than having an online game one could develop an App that could be updated or upgraded once the user reaches various levels.
sonofpat 10:45 am on September 7, 2012 Permalink | Log in to Reply
From where I sit I am convinced that the approach of traditional video gaming was never suited for mainstream education ie large budget, large development teams with no experience or qualification in education and long complicated game play that is aimed at entertainment.
What is needed are more simple yet enjoyable interactive experiences that challenges as it is played. Scoring, winning or loosing will play second fiddle too learning. Whats more is that you do even have to call these video games but the current students will prefer a simple interactive experience to reading a text book and yes they would mostly be authored by teachers.
Patason
Eva Ziemsen 8:51 pm on September 7, 2012 Permalink | Log in to Reply
I am interested in the virtual worlds that exist within games, for example, World of Warcraft is a game that has been used to create Machinima (films recorded in a game/virtual world). Games have existing landscapes and complex avatar physical capabilities, which can be recorded. If there was a way to enable educators to use existing games to teach Machinima, it could present very elaborate and interesting learning opportunities. The issue of copyright of games will come into play, and the focus would become negotiating educational agreements with game companies.
Mike Rae 1:55 am on September 8, 2012 Permalink | Log in to Reply
In general, video games are something kids do for fun, so using them as a medium for education could potentially ‘trick’ kids into learning while enjoying themselves.
rebecca42 12:09 am on September 9, 2012 Permalink | Log in to Reply
We are a culture with a big focus on entertainment, so I believe that this area is one that will expand and become more important in education.
visramn 12:41 am on September 9, 2012 Permalink | Log in to Reply
The net generation of learners thrives on technology. It is a part of every aspect of their life. Gaming is huge in these individuals lives because they have been exposed to it in some shape or form from a very young age. They respond to digital material in a different way. Since they are drawn to and respond to digital tools such as games it makes sense to use these tools as a means of sharing and building on knowledge.
stammik 7:36 pm on September 9, 2012 Permalink | Log in to Reply
As a secondary school teacher, I feel this form of motiviation could be very effective for engaging teenage learners, though like many of the technologies listed here, it will require computer based classrooms or BYOT to be implemented effectively,
Ranvir 3:39 pm on September 11, 2012 Permalink | Log in to Reply
From an instructional design perspective, gamification provides lot of opportunities for motivating learners, engaging them to learn and have ‘fun’ simultaneously and collaborate with like minded peers to form learning communities. I strongly feel that if done right, this can become one of the hottest learning technologies in future!
stammik 12:43 pm on September 12, 2012 Permalink | Log in to Reply
As a follow up to this topic, here is an interesting new venture, that is in now in beta testing, for teaching photography. I plan on checking it out for my own students.
http://www.petapixel.com/2012/09/12/lunchbox-combines-online-photography-learning-with-game-mechanics/