Game-based learning in virtual worlds: benefits and challenges Dr Nicola Whitton Education and Social Research Institute Manchester Metropolitan University
Overview ► What is Game-Based Learning? ► Pedagogic benefits ► Types of Game-Based virtual world ► Practicalities ► Some research ► Challenges
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
Pedagogic benefits ► Motivation and engagement ► Collaborative learning ► Experiential and active learning ► Problem-based learning ► Authentic activities
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
Some examples ► Recruitment
Curious?
Some examples ► Recruitment ► Induction
Alternate Reality
Some examples ► Recruitment ► Induction ► Collaborative skills
MMORGS
Some examples ► Recruitment ► Induction ► Collaborative skills ► Creative skills
Digital narrative
Some examples ► Recruitment ► Induction ► Collaborative skills ► Creative skills ► Content
Civilization
Marketplace
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
Development options ► Use entertainment games ► Modify entertainment games ► Use virtual worlds ► Use educational games ► Create games ► Students create games
Comparative experiment ► Two games with same Learning outcomes One based on traditional f-2-f activity One in immersive environment
Time Capsule
Pharaoh’s Tomb
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
Challenges ► Development time / expertise ► Cost ► Novelty effect ► Exclusion ► Learning to play the game ► Assessment ► Need for more robust studies