Showing posts with label games based learning. Show all posts
Showing posts with label games based learning. Show all posts

Tuesday, 22 April 2014

Games for Health

Carrot not stick.
Almost a year ago, I wrote an article called ‘Games Based Healing’ which featured games that help people learn about illnesses, how to self-heal and more through games.  This article featured games to help those with dementia, autism, cystic fibrosis, depression, stroke, dyslexia and post-traumatic stress disorder.  Since then, I have come across a few more articles about how games are helping people to learn about, cope with and beat health issues.

Depression

Depression featured in our post previously mentioned, however, this great article also argues that games could have great potential to help people with depression.  It lists 3 games/apps: Depression Quest, SPARX and MoodTune which have been developed specifically for people with depression.  The article also discusses a therapist’s use of games in sessions.  She uses them as a therapeutic tool to get children talking and working through their troubles.  A gamer’s perspective is also shared, suggesting that games have positive and negative effects for people suffering from depression, but that games specifically designed to treat depression can be fantastically useful.

Stroke

A game for helping stroke victims recover was also featured in our previous post.  However, a game, Stroke Hero has also been developed to help teach children to recognise the signs of a stroke.  The game has had great success so far.  Click here for more information.

Asthma

Wellapets is a game designed to help children handle their asthma.  The game features a pet dragon which the player must look after, including giving them their inhaler.  It aims to motivate positive behaviour change, reduce stigma, teach about symptoms and how to avoid common triggers.  Read more here.

Autism

Again, Autism featured on the previous list.  However, this article features a list of apps that have been designed to help children on the Autism spectrum to communicate.  There are quite a few apps, some of which are free and some not.

Breast Cancer

Cancer Research UK has developed a game to help them analyse a large amount of genetic data collected from their studies.  The game is called Play to Cure: Genes in Space.  Players are encouraged to go on space missions, but the game environment maps directly to scientific data.  It might be a little difficult to get your head around just how they have managed this, but this sort of innovation is a fantastic use of games and perhaps we’ll see more of it in the future.  Click here to read more.

I hope this emphasises that games can be used in a wide variety of ways and that games based learning is extremely broad.  Games are as varied as any other medium and can be used as such.  And as this post hopefully suggests, games can do a lot of good and help a lot of people.

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Tuesday, 1 April 2014

Is Games Based Learning the Solution to Student Engagement?

I recently came across an article from Edutopia entitled, ‘Kids Speak Out on Student Engagement’.  The article is a teacher’s summary of 220 students’ responses when asked what engages them.  Interestingly, they could mostly be answered, if only in part, by games based learning.  Below is her list, with my comments about how GBL could help.


  1. Working with their peers – the original article explains the power of collaborative learning and discussion.  Many games are designed to be played together and many that aren’t designed this way can still be used in groups.  Games can spark discussion and debate, even if learners are working/playing ‘alone’.  Games can encourage students to problem-solve collaboratively and improve their communication skills.
  2. Working with technology – of course GBL doesn’t have to involve technology, but that is the main focus of our blog.  Therefore, games are a great way to get students working with technology in an exciting and productive way.  The article also explains that technology can allow powerful ‘learning by doing’.  An immersive game can help people learn knowledge and skills in a more meaningful way.  And as the article hints, technology (and often gaming) is so prevalent in young people’s lives that it makes little sense for school to be technology and game-free.
  3. Connecting the real world to the work we do / project based learning – good game design should help learners connect their learning to the real world.  The games should be relatable and relevant.  All of these things can help motivate students and allow for better memory encoding.  Games can be used as part of a larger project.  However, a good serious game almost acts as a project in itself.  It could allow exploration, learning, problem-solving, creativity and develop the student’s understanding/skills from start to finish.
  4. Clearly love what you do – this is about the teachers.  If you are reading this now, it is likely that you are interested in, or maybe even passionate about GBL or innovative, 21st education.  Therefore, bringing a game to the table is likely to be something that you are excited about and that will rub off on students.  
  5. Get me out of my seat! – The article explains that students learn most when they are active.  Not all games are built for movement, however some are.  For example, see our articles, ‘Kinect Games Based Learning’ and ‘Proof of the Pudding…’ (this one explains one of our games based workshops where the children or adults are encouraged to get out of their seats to negotiate, problem-solve, prioritise and more with other individuals and groups).
  6. Bring in visuals – a good game will have meaningful visuals.  These can make concepts clearer and motivate learners.  For example, in our game, mentioned above, the children are put in charge of a town, which they have to improve by making purchase decisions.  The town graphic, as well as the reports, change according to their decisions.
  7. Student choice – games can be very good for encouraging self-directed learning.  The article also mentions having a choice of activities related to a topic for different levels.  Games can be wonderful for allowing learning at the student’s pace and level.  Often games advance when the student has mastered the initial knowledge and skills.
  8. Understand your clients – the kids – this one is obviously very dependent on the teacher’s attitude.  The article explains how important the culture of the classroom can be for encouraging learning.  Allowing learners to play games at school has the potential to bring about a lot of respect for the teacher.  This is especially true if the learners are given freedom to play the game as they wish.  Games can be very self-directed but structured which can encourage a positive environment in classrooms.
  9. Mix it up! – Obviously games are a great way to mix things up.  They get people doing an activity that is unlike the norm, which can wake people up and keep them motivated to learn.  The article also talks about multiple learning styles (e.g. auditory, kinaesthetic).  See our article ‘Games Based Learning Supports Multiple Learning Styles’ for more about this.
  10. Be human – the article finishes by reminding teachers to have fun themselves.  GBL can be a great way to break up the monotony, spark the imagination, bring fun into learning, wake people up, inspire and so on.  These things are important for teachers as well as students.  The article also suggests asking students what engages and motivates them.  How about going to work tomorrow and asking your students what they would like to see more of in the classroom?  Or maybe even if they would like to try GBL?

For the original article, click here.

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Thursday, 13 March 2014

The Future of Games in Education Infographic

This week, I just wanted to showcase a fantastic infographic from GameSalad full of stats about why games are fantastic learning tools right now and why they will continue to be in the future.  I think it speaks for itself.


For the larger, original, please click here.

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Thursday, 6 March 2014

Games Based Learning – A Danish Experience

Recently, I was lucky to be invited to Aarhus in Denmark by the British Embassy Copenhagen / UKTI (UK Trade & Investment) to exhibit and network at the Knowledge is Great Conference. The conference was an opportunity for British and Danish companies along with educators and civil servants to discuss the future of games based learning.

So what did I take away from Denmark regarding games based learning? Firstly, schools get 50% funding towards the purchase of existing or bespoke digital resources. The Danish games based learning professionals were concerned about what would happen when the funding was removed in the coming years. A valid comparison was made to the demise of e-Leaning credits in the UK. Investment by schools could simply fall off a cliff. Civil servants from the Ministry of Education recognised this as an issue but were happy to let the market take control. Personally, I couldn’t help feeling that it would be nice to have a UK funding cliff to fall off, but I believe there is a place pump prime the industry.

But encouraging take up is not all about pump priming the supply side. There are demand side deficiencies as well. Specifically, teacher take up of games based learning. Here there are strong parallels to the UK situation. Teachers, while intrigued by games based learning, are reticent to take the leap rather like a novice player in a platform game. Pernille Korzon Dünweber from Serious Games Interactive made the point that there was a place for funding teachers in the use of games based learning.

Kristian Emil Andreasen (kanda) observed that the conference wasn’t attended by any entertainment games companies. I responded that there wasn’t intrinsically a problem with that; because while games based learning and entertainment games are obviously related, their design premise differs. Specifically, games based learning should be designed with learning at the forefront and not be crow barred in at the end. But, I think Kristian's point does have a broader significance, which was the point he was really raising, that games based learning needs to be fun and not just worthy, else students will reject it.  Designers need to strike a balance between game play and learning outcomes.

Following on from the importance of game design, at the start of a group discussion, the facilitators asked the group to name their favourite game of all time. While this was a simple ice breaker, it revealed the Achilles Heel of part of games based learning industry. Of the 20 people in the room, half struggled to name a computer game that they had ever played. Clearly, for a lot of people at the event, computer games are more theory than practice.

Kathleen Stokes from Nesta spoke enthusiastically about games based learning from a UK perspective and talked about students becoming makers as well as consumers. Roll on the Year of Code, I say.

All in all, I would say Denmark and the UK are similar in terms of games based learning. There seems to be an enthusiastic but slightly frustrated band of developers, a government that is keen to promote games based learning and an education system that is still getting to grips with what it all means.

Highlights of the trip other than games based learning were happening upon the Aarhus Cathedral which, while fairly utilitarian from the outside, has an amazing interior with some spectacular frescoes. Vivien Life (British Ambassador to Denmark) kindly hosted a lovely evening meal at Nordens Folkekøkken. Also, I had a chance to visit the art gallery (ARoS). Your rainbow panorama by Olafur Eliasson on the roof of the gallery is a unique and amazing experience. I am told that Den Gamble By open air museum is also very impressive, but I didn’t have time to see it.

Please follow @paulladley on Twittergames-ED on Pinterest and like games-ED’s Facebook and Google+ pages for blog updates and interesting games based learning findings.

Thursday, 27 February 2014

Collaborative Gaming: The Ultimate Case Study

One of the most common ways in which games can be used in an educational environment is for collaborative gaming.  An entire class focusing on one game is far easier to manage or control than many small groups or everyone at a different computer and it also promotes skills such as teamwork or communication.  We have looked at some of the benefits or difficulties involved with this previously but recently an extremely interesting example of collaborative gaming has emerged and, although it isn’t in an educational environment, there are a lot of interesting phenomena that have arisen and we can learn a lot from it in terms of the dynamic of a large group working towards a goal.

A screenshot from TwitchPlaysPokémon - courtesy of http://imgur.com/V9D2Tfi

TwitchPlaysPokémon, whose creator has expressed his desire to stay anonymous, is hosted on twitch.tv, a website more usually used for streaming a game live as you play it, but it has one vital difference: the controls are not entered by one player; they are entered in a chat box to the side of the live video stream of the game.  This means that multiple people from anywhere in the world are in control of the game at any one time and, since it has entered the consciousness of the general public, there are often ten commands being entered in a second and sometimes many more. The game of Pokémon Red (1996) lends itself well to this format; as a strategy game it can be played in an infinite number of ways and it rarely punishes missteps seriously, ensuring a level of unpredictability in progress while also guarding against heavy, demoralising setbacks which would potentially scare off people interested in contributing.  Despite this, it was still expected that some challenges in the game would prove too much for the community at large and it was certainly not expected that they would ever actually finish the game.  However, the combined efforts of the globe’s nostalgia-fuelled gamers have overcome all of the game’s gym battles (the major challenges in the Pokémon series), leaving only the final section of the game and the final boss battles to go.  During the past two weeks or so, there have been moments at which approximately 150,000 people have watched simultaneously, as well as landmark moments showcasing the power that a shared goal and a fun interface can have over a group of people working together.  Of course, there have also been low points and some sections which require a specific sequence of buttons to be pressed can take hours (or in very rare cases, days) to overcome.

How the Group Tackles Issues

Of course, this is the most extreme example possible of a collaborative game; there is probably never going to be another situation where 150,000 people could press the same button on the same game at the same time and it is even more unlikely in an educational environment.  As such, there are some quite major issues with gameplay, but the ways in which the community has reacted to them is enlightening and encouraging.

The first and most obvious of these is that with so many people inputting commands, any section that needs extended precision is almost impossible (such as the dreaded Ledges, which earned their capital ‘L’s).  One of these, a room involving floor tiles that can send you back to the entrance of the room had taken up to 26 hours without any progress.  This motivated the creator to introduce a ‘democracy’ mode, which takes the most popular command over twenty seconds and enacts it, creating precision but it is excruciatingly slow.  This has sparked a backlash from some sections of the community, who believe that democracy mode defeats the point and the game should be completed entirely in the original ‘anarchy’ mode.  The majority of gamers are not particularly concerned about the purity of the experience and so it creates a fascinating phenomenon.  After an obstacle has been impeding their progress for a large period of time, usually several hours, the votes will flood in for democracy mode and they will complete their task before immediately sliding back into anarchy mode so that they can continue the game ‘properly’.

Another problem with the format is that due to the scale, there is a thirty-second lag, rendering many commands obsolete at best and a hindrance at worst by the time there are actually registered.  Again, the hivemind arguably exceeds expectations in dealing with this, often only overshooting targets once or twice before arriving at the destination.  Sometimes, when preparing for big events, the community organises itself via the forums and chat facilities and is capable of entirely pre-empting the lag.  This shows an impressive level of communication, given that hundreds, potentially thousands, of people are entering commands for something they won’t see for another thirty seconds.

Both of these demonstrate an innate desire to progress and to achieve.  The gut reactions of most contributors is to do what is best for the communal goal and it is heartening to see people automatically working together without instruction, although since this is accessible to anyone on the Internet, there are of course a small number of trolls whose sole purpose is to disrupt the game, an extremely easy task when a single disruptive command can halt progress.  However, even more impressive heights have been reached.  Pokémon is a strategy game and as more progress has been made, some members of the community have considered and developed their strategies to deal with both the actual game and the control system.  They show independent research (e.g. finding and distributing this map), critical thinking and even presentation skills as they develop methods to beat certain parts of the game (taking into account the unusual challenges presented by the format), before presenting their findings to the community at large via chats and forums, often in the form of an annotated document or map.  The input format is effectively a vote: if enough people approve of the suggestion they will attempt to enact it and will eventually overpower the others.  There have been suggested strategies which have been considered, rebutted and then ignored and there have been strategies which on the face of it seem counter-intuitive but have been enacted, showing that the majority of the community has a high level of communication.  Astonishingly, there has even been what must be a rare example of organised trolling, when a group of trolls worked together in an ultimately unsuccessful attempt to render the game unwinnable at one of very few points where this is possible.

Community

When watching the stream and following the chat, it is possible to get a sense of a cross-section of the players’ mentalities and the way they play.  There are a few clear types of regular players, some of which mirror player types we have discussed before on the topic of MMO games.  Using this article as a guide, we can clearly identify Socialisers and Philanthropists.  There are many people who are playing for social reasons, and in fact the meme culture which has rapidly sprung up around this game is impressively diverse and being added to with playful faux-religious fervour.  It is arguably the star of the show and almost certainly the main reason people have not lost interest is due to the narratives and binding references being constructed as they go along.

In fact, it is extremely difficult to identify anyone playing solely for achievement’s sake, like the Player type in the cited article.  There are some players whose main goal is progression but they still have in mind the social aspect and also the chaos with which this game began, as shown by the immediate regression to anarchy once democracy has served its purpose.  I would add a couple of new types: Purists, who are devotees to the anarchy system and believe that it should be adhered to at the cost of progress; and of course, Trolls, whose main goal is the disruption of the game.  It seems as though all players have purity in mind but as frustration over a specific obstacle grows, we often see them drift towards democracy to facilitate progression.  Purists are the players who staunchly vote anarchy even at this point and could be considered similar to the Free Spirit as they put their personal journey ahead of the collective desire.  However, they are not necessarily hugely creative either so I consider them different.

Fan-made art inspired by the game - courtesy of http://imgur.com/F5NA7RK

Lessons for Educational Games


While this specific format has major problems blocking it from use in education, it could be used with tweaks and editing.  Without being actually used, it still has lessons to be learned with regard to group dynamics.  We can see that when left to their own devices with a goal to achieve, a group of people will work towards a common goal, strategise to overcome more difficult obstacles, and implement rudimentary democracy to make contested decisions.  Ultimately, it may not even be necessary for a game to have any educational content; children (and some adults) could learn those valuable lessons from this exact game.  On top of this, the fictional world and characters facilitate the creation of the culture and memes that surround the game, which glues the community together and promotes discussion and sharing ideas.  Oftentimes, games where learning is spontaneous can be more powerful than when learning is explicit and can feel forced.  For a game to be used educationally, it doesn’t have to be designed with education in mind.  Any game can be an educational game, it just depends what you want to teach.


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Wednesday, 19 February 2014

Group Constructor: Practical Games Based Learning Resource

We often talk about the merits of games based learning (e.g. ‘Developing Communication Skills via Games Based Learning’, tips for use (e.g. ‘Getting Started with Games in the Classroom’, case studies of serious games in action (e.g. ‘Proof of the Pudding Part 2’ and so on.  But, if you plan to use games based learning, there are some foundations that need to be in place.  If you want to use collaborative games based learning, then constructing teams is important.  Group Constructor takes the pressure off this task and allows you to focus on delivery.

Group Constructor is a free program from LangCorr that creates efficient groups.  Intended for teachers, Group Constructor reduces the time needed to construct groups for games based learning activities to an absolute minimum.  Most teachers will appreciate the power of getting groups right, especially with a more lively activity such as games based learning.

Group Constructor allows teachers to construct groups based on 12 parameters, including gender, level, competence and behaviour.  Teachers can also set up their own personalised parameters.  They can also decide if they would like to separate certain students or make others work together.  The program then constructs efficient groups based on the parameters activated by the teacher.  It also saves data about classes, so once students have been submitted to class lists, it takes less than a minute to construct efficient groups.  Students can also be involved in setting up class lists etc. which can encourage them to think about their own working habits and behaviour.

For more information, see the demo below:


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Tuesday, 11 February 2014

Inspiring Apprentices with Games Based Learning

In January of this year, pixelfountain was asked to hold a games based workshop as an induction for around 40 apprentices of Cheshire West and Chester Council (North West England).  We decided to blog about the day to give you all an insight into what we do.  We also gathered some feedback from the apprentices themselves and Janice Houghton, Employee Development Officer, who asked us to come in last year and again this year.  These are very interesting, in terms of the merits of games based learning and its uses.

“Memorable, entertaining, engaging” – Apprentice.

The workshop was based around our learning simulation, Planit-Sustainability.  The learning game simulates a community that is in a bit of a poor state.  It is the players’ job to turn it around, over several virtual years (rounds).  The game is played collaboratively.  A team is divided into sub-teams which take on different roles in the community, for example, Town Council, College, Community and Voluntary Sector and so on.  The sub-teams need to work together to improve the community and achieve a good score.

“I had never done anything similar before so it was 
interesting to see a new way of learning” – Apprentice.

Because of the size of the group, we split the room into two teams and ran two simulations simultaneously.  Each sub-team was made up of about two or three people.  These teams are given a budget and a report, which changes as a result of their purchase decisions.  It is a resource management game, so the main decision-making revolves around how to spend the budget.  However, in order to be most efficient and effective, teams must work together for the good of the overall community.

“I enjoy this way of working as it’s engaging and fun.  It’s good for 
team building as you need to work together” – Apprentice.

The workshop was used as part of an induction day for apprentices of the council.  Janice Houghton explained the learning need, “As our Apprentices don’t work as a team they are placed across the authority in different placements, I wanted them to get a real feel for working as a team and experience different personalities etc, also to understand the consequence of their actions.”

“Everyone is more involved and it keeps your concentration up rather than continuously staring 
at a screen” – Apprentice.

The simulation is designed to get people working together, collaboratively and to break down silos.  However, the same simulation was used slightly differently in our workshop with Cheshire West and Chester last year.  Last year, it was used to develop 21st century skills.  The simulation is fantastic at promoting team working, critical thinking, problem-solving, negotiating, prioritising, working with budgets, working to deadlines and so on.  It is also excellent in a council as it simulates the running of a community, however, it works well in businesses, schools etc. too.  But what makes it so attractive is that it is fun and engaging.

“This way of learning way more memorable” – Apprentice.

Janice explained why she chose games based learning as opposed to other forms of induction, “This is a fun way of learning, our apprentices liked the graphics and being able to see immediately how things changed worked well.”

“They [learning simulations] are much more interesting and 
involved than classroom- style learning” – Apprentice.

The day was great fun.  It got everyone engaged, moving, talking and thinking.  When asked about the outcome of the day, Janice responded, “Everyone enjoyed the session and remained engaged, it was a bit confusing at first but when they realised how it worked the team spirit kicked in and they all wanted to win.”  And in terms of the learning need, the feedback obtained from the apprentices suggests that the workshop really worked.  For example, “I learnt the value of communication and teamwork”, “[I learnt] how to work with others and how to solve problems”, “[I learnt about] the way things affect other things” and “[I learnt] how to work in a team to achieve better outcomes”.

“They [learning simulations] are an interactive 
and fun learning tool” – Apprentice.

For more about Planit-Sustainability, click here.

For a demo, click here.

For more about our other learning simulations (which can be used in a similar way), click here.

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Tuesday, 4 February 2014

5 Questions to Ask When Considering Games Based Learning

Games can be a powerful tool to teach a myriad of things, from curriculum matter to soft, 21st century skills such as problem-solving and collaboration. However, they are not always appropriate. These questions may help you decide whether games are right for you:

  1. Will using a game bring anything to the table? – Don’t use games for the sake of it. If the game adds nothing, or if other methods are superior, don’t use them. However, if the game teaches at the same level, go for it! It will have added value (spice up curriculum and engagement). Be wary of ‘games’ that are just quizzes with graphics and tagged on mini-games. Learning outcomes are paramount.
  2. What problems do I have that I need to address? – Think what problems you need to address rather than where you can use games. This could be curriculum based e.g. “I could do with a way of showing the inner workings of the human body, beyond two-dimensional diagrams”. Or non-curriculum based e.g. “I need to get students to work together to help reduce bullying”.
  3. ...

For the full article, click here.

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Thursday, 30 January 2014

Academic Camp to Teach Teens Game Design

This news story has caught my eye this week.  This innovative, 21st century teaching is inspirational and it will be extremely interesting to find out how it goes.  I wish more of this happened in the UK (see my case study on Code Club, to see what there is to offer in the UK).

Teenage students in Idaho will have the opportunity to participate in an online camp in game design/programming from March.  The Idaho Teen Game Lab (ITGL) is intended for people who are interested in a career in digital gaming and computer programming.  It is open to 200 middle and high school students across the state of Idaho.

ITGL is a six week, online camp that teaches digital game design and allows for career exploration in this area.  ITGL is taught using 3D GameLab, which is a quest-based learning platform.  Students level up by playing educational “quests” within Gamemaker Studio, Sploder, Unity, Minecraft and adventure maps at their own pace.  Students will be able to collaborate in virtual worlds to plan and build civilizations, create personalized games and test and provide feedback on fellow-developers games.  ITGL is co-sponsored by Idaho Digital Learning (IDLA) and GoGo Labs.

“At Idaho Digital Learning, we are always searching for innovative ways to improve learning opportunities for Idaho Students.  Idaho Teen Game Lab provides a rich learning experience that promotes creativity, collaboration, communication and critical thinking which are essential skills in todays work environment.  We are really excited about our partnership with GoGo Labs and have enjoyed working with them on this project” said Mike Caldwell, Idaho Digital Learning Director of Program Development.

“Ninety-nine percent of teens play video games.  GoGo Labs is focused on engaging students and inspiring teachers through gamified learning opportunities, and what could be more interesting than designing the games themselves?  We’re excited to be working with IDLA to bring this opportunity to Idaho teens” said Lisa Dawley, GoGo Labs CEO & Founder.

Registration will open on February 5th 2014, in celebration of Digital Learning Day.  ITGL will be great for beginner and intermediate game designers.  For more information, go to http://idahoteengamelab.org/.

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Friday, 24 January 2014

Games Based Learning With Zoo Tycoon

The latest chapter of Zoo Tycoon, developed by Frontier Developments and published by Microsoft Studios, has recently become available for Xbox One and Xbox 360. The game puts you in charge of a zoo. You build it up, care for animals, hire and fire staff, keep guests happy, release endangered animals into the wild and more.



It is a fantastic entertainment game, but it also has educational merits. I have split these into three broad categories: Animals, Business and Soft Skills...

To read the full article, visit: http://www.pil-network.com/HotTopics/gamesbasedlearning/GBLwithZooTycoon

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Monday, 20 January 2014

Games Based Learning and 21st Century Skills

There are many characterisations of the skills that are most important in the 21st century. However, The University of Melbourne’s Assessment and Teaching of 21st Century Skills (ATC21S) team defines them as:

  • Ways of thinking. Creativity, critical thinking, problem-solving, decision-making and learning
  • Ways of working. Communication and collaboration
  • Tools for working. Information and communications technology (ICT) and information literacy
  • Skills for living in the world. Citizenship, life and career, and personal and social responsibility

Why are they important? There is a problem amongst employers, where entry-level candidates are seriously lacking in some of these skills (for example survey findings, see http://upstart.bizjournals.com/news/wire/2013/11/11/jobseekers-missing-interpersonal-skills.html?page=all). These skills are necessary for competitive, innovative, businesses of the 21st Century to thrive, and for young people to gain employment...




For full article visit: http://www.pil-network.com/HotTopics/gamesbasedlearning/GBLand21stCenturySkills

Please follow @paulladley on Twittergames-ED on Pinterest and like games-ED’s Facebook and Google+ pages for blog updates and interesting games based learning findings.

Monday, 30 December 2013

15 Games Based Learning Articles and News

This post is a collection of interesting articles about Games Based Learning.  Some of them are pedagogical, some are more practical; there should be a good mix.

Image courtesy of Kevin Jarrett on Flickr.

  1. Video Games Becoming Required Coursework in Schools 
  2. Building Social Skills and Literacy Through Gaming 
  3. MIT Unleashes New Online Game for Math and Science 
  4. The Pedagogies in Games Based Learning: A Case Study of Teacher Attitudes and Perceptions 
  5. What Research Says about Game-Based Learning 
  6. Designing the Future of Games, Learning and Assessment 
  7. Teaching Empathy Through Digital Game Play 
  8. Researchers See Video Games as Testing, Learning Tools 
  9. Disruptions: Minecraft, an Obsession and an Educational Tool 
  10. When to Teach Physics with ‘Angry Birds’ 
  11. Making Games Based Learning Sustainable Outside the Classroom 
  12. Teachers’ Quick Guide on the Use of Games in Education: Learn how to educationally integrate games into your teaching 
  13. How to Use Games With Your Students 
  14. Ed Tech Review: Game Based Learning in Education 
  15. Success Stories – Compilation on Game-Based Learning Initiatives in Adults’ Education 
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Sunday, 8 December 2013

Our Blog Content by Category

We have written quite a lot of content on this blog so far.  We thought we'd give you an easy way to browse our posts by category, so you can easily find the topics that interest you most.






Design & Development


Games Based Learning Theory - Why It Works?

Games Based Learning Practice - How it Can be Used?

Games Based Learning Benefits - What Skills/Knowledge can be Gained?

 Gamification

Education and Education Technology

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Friday, 29 November 2013

What Can g-Learning Designers Learn from Commercial Games?

First of all, if you don’t know what g-Learning is, have a look at our post “g-Learning: Is this the learning term we have been looking for?”.  Then have a look at the infographic courtesy of topwebdesignschools.org and our insight below.

Games' Big Hitters
Source: TopCollegesOnline.org

So, what can we learn from the above infographic?  Does it contain any useful information for g-Learning designers?  We think so.  There are some useful reassurances about perceptions of games and some interesting demographic insight (average game player is 30 years of age).  However, we think that g-Learning designers should take note to the types of games and gameplay that feature on this list as the ‘top’ games.  The top games on the list can be split into several broad genres:

Adventure (e.g. Assassin’s Creed, Halo)
Sport (e.g. FIFA, Madden NFL)
Strategy (e.g. Age of Empires, The Sims)
Party (e.g. Just Dance, Guitar Hero)

This is useful in itself, as g-Learning designers could design their games around these genres/styles.  However, what interests me, is how most of these games are famously played cooperatively.  Obviously you can play most of them solo, people may only ever play them solo and some of them can only really be played solo (e.g. The Sims).  However, by and large, the top games seem to be the ones which allow cooperation and collaboration.

This is interesting, as it suggests yet again that gamers aren’t all anti-social loners and that this view of gaming is seriously outdated (see our article, “Gamer Myths: Infographic and 10 Facts").  However, for g-Learning designers, it suggests that perhaps we should be creating more collaborative learning games.  Perhaps these are the most enjoyable or engaging.  Click here for a case study of one of our collaborative learning games, to see how we do it.  Interestingly, our market for sim-uni is also adults.  Click here to see our “Adult Games Based Learning and sim-uni” post.

Please follow @paulladley on Twittergames-ED on Pinterest and like games-ED’sFacebook and Google+ pages for blog updates and interesting games based learning findings.

Thursday, 21 November 2013

ICT in Practice - Games Based Learning: Theory and Practice


I recently wrote an article in ICT in Practice magazine - Games Based Learning: Theory and Practice.

I won't spoil the read too much suffice to say that it covers ground that we have blogged about here, but it is well worth a read as it works as a nice summary. The article introduces games based learning, discusses our design and development approach, the underpinning learning theory (situated learning) and goes on to present a case study of the use of our Sustainaville product in schools.

The article has got picked on twitter and other blogs. Ryan Schaaf at the Committed Sardine Blog does a particularly nice rewrite.

A demonstration of Sustainaville can be found at http://www.games-ed.co.uk/sustainaville-demo.html

Please follow @paulladley on Twittergames-ED on Pinterest and like games-ED’sFacebook and Google+ pages for blog updates and interesting games based learning findings.

Tuesday, 29 October 2013

g-Learning: Is this the learning term that we have been looking for?

In a previous blog (A Games Based Learning Manifesto: 10 Thoughts for Discussion), we stated “Use the “G” word sparingly”. Using games in the title is great if we want to sell to the innovators and early adopters, which as developers we probably are doing. But - and it is big but, I won’t lie - is that innovators and early adopters often need to get buy-in from others who don’t quite get it.

At pixelfountain, we have been selling games since 1998 and have needed to avoid the G word. In the early days we used the term Virtual Training. This seemed to fit nicely with what we were doing which were exploratory adventure style games where users interacted with characters and objects in simulated organisations and sites. As it happens, we now use Situated Training for this type of product / pedagogy as it is built on the theory of Situated Learning. By the early noughties, we had started developing resource management games or simulations. Thus, we started using the term Learning Simulations. To date we still use this term for this type of game, but the problem is that it is a subset of all learning games of which there is no overall nomenclature in the way there is for entertainment games (simulations, first person shooters, platform and so on).

In a terrible spoiler, I have already stated my preferred term g-Learning in the blog title - note to self, must create more suspense if I am ever to make it big as a novelist. But, let me appraise the current contenders, before announcing g-Learning as my winner (doh, I’ve done it again).

Games Based Learning: For me, this term conjures up education and includes the G word. We called our blog Games Based Learning as we had originally planned to just talk about education, but we have partially drifted away from that narrow focus.

Serious Games: “Serious Games” has gathered some traction but is somewhat of an oxymoron - games are supposed to be fun. I appreciate it is the outcome that is serious not the game, but that is not clear from the term. Also confused with serious games meaning hardcore commercial games.

Learning Simulations: As previously stated, this is my preferred term for simulations (obviously) but it doesn’t encompass the array of game styles.

Learning Games: Too vague (doesn’t imply digital) and contains the G word. So in the tradition of judging recent UK Eurovision song entries; that will be nil points from me.

Gamification: The term of the moment, but it is too encompassing describing everything from badges, leader boards through to complex simulations.

The case for g-Learning:
  • It only sneakily hints a games - it is the Assassins Creed of learning terms.
  • It sounds like advanced e-Learning, which I guess it is.
  • It fits in with the learning nomenclature: e-Learning (electronic learning), m-Learning (mobile learning).
  • It sounds techie and sounds like a category (see bullet above).
  • It is succinct.

So, I Googled g-Learning to see what I could find: a few people are using it in the same way that I am suggesting; there is a training company in the UK trading with the name (they don’t do games); a blogger is using g-Learning as in Google learning and another is using it to mean Green Learning. So with that little amount of research, I don’t think there is a reason why we shouldn’t annex the term, what do you think?