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Game-based learning in virtual worlds: benefits and challenges Dr Nicola Whitton Education and Social Research Institute Manchester Metropolitan University.

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Presentation on theme: "Game-based learning in virtual worlds: benefits and challenges Dr Nicola Whitton Education and Social Research Institute Manchester Metropolitan University."— Presentation transcript:

1 Game-based learning in virtual worlds: benefits and challenges Dr Nicola Whitton Education and Social Research Institute Manchester Metropolitan University

2 Overview ► What is Game-Based Learning? ► Pedagogic benefits ► Types of Game-Based virtual world ► Practicalities ► Some research ► Challenges

3 What is game-based learning? ► Competition or challenge ► Goal, rules and outcome ► Interactive environment to be explored ► Safe environment – limited consequences in the real world ► Single or multi-player

4 Pedagogic benefits ► Motivation and engagement ► Collaborative learning ► Experiential and active learning ► Problem-based learning ► Authentic activities

5 Dimensions of virtual gaming worlds ► Number of players  single to multi-player to massively multi- player ► Fidelity of environment  textual to graphical to immersive ► Genre  role play, simulation, adventure, puzzle, strategy ► Medium  computer, mobile device, real world

6 Some examples ► Recruitment

7 Curious?

8 Some examples ► Recruitment ► Induction

9 Alternate Reality

10 Some examples ► Recruitment ► Induction ► Collaborative skills

11 MMORGS

12 Some examples ► Recruitment ► Induction ► Collaborative skills ► Creative skills

13 Digital narrative

14 Some examples ► Recruitment ► Induction ► Collaborative skills ► Creative skills ► Content

15 Civilization

16 Marketplace

17 Practicalities of learning in gaming environments ► Match with curriculum – gaming outcomes and learning outcomes ► Time available, location, resources ► Associated activities, briefing, debriefing – learning package ► Building in reflection and collaboration

18 Development options ► Use entertainment games ► Modify entertainment games ► Use virtual worlds ► Use educational games ► Create games ► Students create games

19 Comparative experiment ► Two games with same Learning outcomes  One based on traditional f-2-f activity  One in immersive environment

20 Time Capsule

21 Pharaoh’s Tomb

22 Comparative experiment ► Two games with same Learning outcomes  One based on traditional f-2-f activity  One in immersive environment ► Comparative groups tested for engagement and learning  No significant difference overall but significantly less control in immersive environment

23 Challenges ► Development time / expertise ► Cost ► Novelty effect ► Exclusion ► Learning to play the game ► Assessment ► Need for more robust studies


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