Delivering effective games based learning
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Transcript of Delivering effective games based learning
Game-based learning, branching stories, and advantages for using with adult learning
Vikki Trace and Eileen KirkDerbyshire Adult Community Education Service (DACES)
eTreesAn online service to improve communication skills in the workplace using branching stories games
Purpose
1. To develop a game-based learning application using branching scenarios for practicing, evaluating, and enhancing communication skills.
2. To develop a validated game-based learning methodology and resources that will permit trainers and businesses to develop and use their own branching scenarios and content.
The eTrees consortium
• One of Europe’s leading companies in serious games development (SGI)• Two adult learning providers (PAIZ & DACES)• Two organisations with expertise in learning methodologies and
requirement analysis (PROMEA & FSS)• A banking association involved in financial services training (EFFEBI)
SGI
FSS PAIZ
DACES
PROMEA
EFFEBI
Why use Games Based Learning?
Average 21 yr old has spent 10,000 hours gaming
By 2015, Over 1 Billion USD to be spent by corporations (Gartner)
By 2015, GBL used by 70% of Global 2000 companies (Gartner)
Addictive! Drugs like!(dopamine)
70%
Encouragement Learning
Exhilaration
Excitement
Motivation
Inspiration
Knowledge
Pleasure
Understanding
Engagement
Drive
Entertainment
Enjoyment
Fun
Games Based Learning offers:
Serious games create fun
Fun enhances motivation
Motivation leads to immersion
Immersion allows experimentation
Experimentation produces understanding
Which
Promotes Active Learning
Are games really good for adults?
Adults learn experientially
Adults want relevance
Adults learn best when learning is of immediate value
Adults tend to be self-directed
Adults approach learning as problem solving
Engagement• Interaction• Story building
Goals• Objectives• Motivation
Rules & immediate feedback• Fairness• Balance
Challenge• Competition• Conflict
Key characteristics of adult learning
Key characteristics of games
What about branching scenarios?
Interactive dialogue simulations
Learner as story protagonist
Common beginning, multiple endings
Different paths (branches) …that may or may not meet
A simple branching structure
start
ending
ending
ending
ending ending
ending
ending
A game based on a branching scenario
What is the added value of using GBL?
Offers Realism
Higher control & responsibility
Strengthened sense of attachment
Do adults learn better?
Simulation of real-life (grey areas)
Self-assessment (trial and error)
High replayability (application of knowledge)
Example of a Branching Story
To try the Greek story Click here
For DACES Click here
www.daces.org.uk/course/view.php?id=625
The 4 dimensional framework for selecting and using GBL in Teaching and Learning
Context
Pedagogy
Learner
Representation
The 4 factors that need to be considered when selecting and using games for learning
Source: de Freitas & Oliver, 2006
Guidelines for effectively incorporating GBL into Teaching + Learning
1. Plan learning activities as a whole
2. Make the game a part of learning rather than an end in itself
3. Link to assessment (Initial, formative and summative)
4. Use a blended learning approach
5. Allow learners and learner groups time and scope for exploring the game environment freely
6. Provide opportunities for reflection on learning, through discussion – both online and face to face
7. Ensure that appropriate learner feedback is in place
8. Ensure there are opportunities for collaborative group work (on and off line)
Methodology for delivering effective game based learning
• Define the learning outcomes – prior to and at the start of learning sessions
• Select a set of activities to include the game to support the required learning outcome(s) with an appropriate form of assessment (initial, formative and summative)
• Consider the sequencing of the game within a set of learning activities and assessment processes
• Carry out the session(s) with proper consideration to outlining the session, learning outcomes desired and post session reflection
• Undertake assessment of the participants (self, peer, trainer based, or a combination of these – throughout the session(s))
• Evaluate the effectiveness of the session (using learner feedback and evidence of attainment)
• Review, re-organise, re-design the session and the learning activities according to feedback received and learner attainment
Next Steps
• DACES – e-trees scenario to be developed and tested – July 2014
• e-trees tool completed – Sept 2014• National Launch of e-trees tool – Oct 2014• e-trees game and software tool available for use –
Nov 2014
Thank you!
Vikki Trace and Eileen KirkDerbyshire Adult Community Education Service (DACES)