Game-Based Learning in Virtual Worlds: Benefits and Challenges

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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

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

Pharaohs 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

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