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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
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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
Some examples • Recruitment • Induction
Some examples • Recruitment • Induction • Collaborative skills
Some examples • Recruitment • Induction • Collaborative skills • Creative skills
Some examples • Recruitment • Induction • Collaborative skills • Creative skills • Content
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
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