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What is Game-based learning

Gamification or Game Based Learning (GBL) is the practice of applying game elements and game design techniques to non-game contexts in order to motivate users, sustain engagement and change user perception ‘from obligation to choice’. The aspects of games that make them especially engaging and appealing to players of various ages and of both genders are the feeling of working toward a goal; the possibility of attaining spectacular successes; the ability to problem solve, collaborate with others, and socialize; an interesting story line (Horizon Report, 2012). Although these qualities could be applied to design of any educational content, they can often be challenging to incorporate effectively.

Games related to course content help students gain a fresh perspective on material and can potentially engage them in complex ways to develop a deeper understanding about the concepts. Alternate reality games (ARGs) in which players find clues and solve puzzles in interactive narrative experiences that blur the boundary between the game and real life, offer a clear example in which course content and game play can overlap. For instance, in the alternate reality game “World Without Oil”, users can figure creative ways of living in a world without any oil and build collective imagination on how to tackle a real-world issue. Well-designed games help to construct learning, improve long term knowledge retention and increase student motivation by providing real-time feedback and guidance.

Some of the game elements that can be leveraged in gamified applications include:

  • Points – are award for (successfully) accomplished task
  • Levels – principles of constructivism: building on students’ prior knowledge, individualized learning
  • Resources – scaffolding and supporting learning
  • Quests/ Challenges – cases or problem based learning approach
  • Avatars – role play to provide a virtual presence in the learning context
  • Social Graphs – share experiences with peers

Here is TED talk from Jane McGonigal, author of Reality is Broken that might help put things in perspective and provide a high level overview of gamification.

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