The ideal of interactive, highly-engaging training and education is ancient. A Chinese proverb says: "Tell me, and I'll forget. Show me, and I may remember. Involve me, and I'll understand." However, the gap continues to grow between antiquated, passive training methods and a workforce that lives an ever more interactive, multimedia, user-controlled lifestyle. With game-based learning tools to bridge that gap comes the promise of vastly more productive and engaged students and workers—ones who embrace learning.
There are two approaches to games and learning, namely, Game-Based Learning (GBL) and gamification. GBL, also referred to as 'Serious Games', which are computer or video games designed for a primary purpose (education or solving a problem) other than entertainment. This involves the use of simulations to support teaching and learning. Gaming simulation is an interactive-learning environment that makes it possible to cope with authentic situations that closely mimic reality. According to Kip Kelly (2013) “serious games can allow players to apply what they have learned in an L&D [Learning and Development] experience and apply it in a safe, simulated environment. For example, health care professionals can practice a new medical procedure using a serious simulation game before introducing it in the workplace”.
There have been several studies conducted on learning and serious games, for example, a recent study by the Office of Naval Research found that video game players performed ten to twenty percent better in perceptual and cognitive ability than non-game players, and that video games helped adults process information faster(Steinberg,2012). Another study by the Federation of American Scientists found that students re...
... middle of paper ...
...the motivation and attentiveness of the students and specifically, games can become a facilitator for self-directed study and research; when students enjoy a specific area in a game, they become more inclined to search it online, read a book about it, or watch a documentary on it (Rapini, Sarina 2012).
Research has shown that gaming, in the right context, can be just as, if not more, effective than traditional e-learning. It improves problem-solving, creativity, risk assessment, and risk taking. Gaming also supports B.F. Skinner’s Behavioral Theory: that behavior is a function of its consequences. As in real life, when most people have a negative consequence to something they do, they don’t do it again. In gaming it’s the same concept: You go through that particular door and fall down an elevator shaft and lose the game…are you going to do that again? Probably not.
Need Writing Help?
Get feedback on grammar, clarity, concision and logic instantly.Check your paper »
- Introduction: Day after day, the medical education is evolving in many aspects. In order to match this development, this requires changing the traditional methods of learning into a new modern one that embraces the requirements of Knowles' theory of adult learning. This theory states that adults are independent and self-directed, have a great deal of experience, interested in problem-centered approaches and get their learning motivation from internal drives. Moreover, the new way of learning should be student-centered and enable students to obtain knowledge in an accessible, efficient and integrated way.1ASSIGNMENT1 In the 1970s, a new way of learning arose at the medical school of McMaster... [tags: Problem-based Learning]
1283 words (3.7 pages)
- ... Today, game-based learning is accessible in many different industries, for four reasons: • The success of game- and simulation-based learning in the aviation, military and healthcare industries provides a powerful proof-of-concept, and an endorsement of learning effectiveness. • Advances in raw processing power with an attendant decrease in cost have brought game-based learning within reach. • The development of stable, flexible game engines and toolkits are driving down the cost of development and reducing the need for 100% custom, from-scratch application development.... [tags: teaching, research, technology]
819 words (2.3 pages)
- Within the current climate of educational reform, where changes to the national curriculum are accused of being focused on acquiring knowledge (Coughlan, 2013), much debate has arisen regarding the importance of practical scientific enquiry as a tool for promoting scholarship (Wellcome Trust, 2013: ASDC, 2013). Through the course of school inspections, carried out in both primary and secondary schools between 2007 and 2010, OfSTED (2011:1) found that the ‘development of the skills of scientific enquiry were key factors in promoting pupils’ engagement, learning and progress.’ Therefore, in accordance with new curriculum guidance (Department for Education, 2013:144), the teaching of science t... [tags: Scientific Enquiry, Collaborative Inquiry Learning]
2200 words (6.3 pages)
- Introduction Work-based learning (WBL) as a method for learning is playing an increasing role in professional development and lifelong learning. There are lots of publications/articles available on Work-Based Learning, but the definitions and implementations vary from place to place. A Glass, K Higgins and A McGregor say that ‘Work based learning is any training that relates directly to the requirements of the jobs on offer in your organization’. This is one of the examples of WBL in the form of training.... [tags: WBL, job, school, learning, workplace]
2811 words (8 pages)
- Let’s start with Gamification. That’s a complete misconception on what is gamification all about. Many people think Gamification is a branch of gaming, so what is Gamification really. Gamification is the craft of absorbing the fun and addicting elements in games (Game Mechanics) and applying them into real-world applications. According to one of a Gamification Guru Yu-kai Chou, gamification is a design process that optimizes for the human or “human-focused design” in the system, as opposed to pure efficiency or “function-focused design” of the system.... [tags: application of game playing elements to life]
1092 words (3.1 pages)
- With this article I want to educate people on the idea that you need help with test scores and the answer is not only reading from a book. The way to reach to students that are struggling is to make things active and watch how much more children will be interested in learning. In 1960s Paul E. Dennison, “a specialist in kinesiology and an authority on the breakthrough in cognitive and academic skill, began the seminal research into reading achievement and its relation to brain development that would form the basis for the Brain Gym work(http://www.braingym.org/history).” With his study he proved that the movement-based learning program had improved peoples learning challenges into succes... [tags: Movement Based learning, Brain Development]
1202 words (3.4 pages)
- Game design, my whole life I have dreamed of doing this, being in the field of professional video game designing. Started off when I was a child, first favorites were Mario, sonic, streets of rage, and of course mega man. My past was so magnificent and I wouldn’t dare to change a thing about it, however, not that I have most of the necessary skills I plan on at long last creating my own games, making my dreams come to life. To get to this master plan I did some research and learning an unspeakable amount of knowledge attending ITT Technical institute.... [tags: technology, video game]
869 words (2.5 pages)
- There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1).... [tags: computer based games, electronic education]
1461 words (4.2 pages)
- Project-based learning is the inquiry project that I have selected as my subject for investigation. In Project-based Learning, or PBL, activity in the classroom moves away from teacher-centered instruction. PBL activities and practices are student centered, interdisciplinary, and integrate real-world practices and problems. PBL promotes student understanding by promoting the acquisition of real knowledge by exploring, making judgments, and synthesizing information. PBL allows students to practice the skills they will need as adults in the real working world (Project-based learning handbook).... [tags: real-world, student-centered, pragmatic]
679 words (1.9 pages)
- Within the realm of psychology, a plethora of theories exist that offer explanations about people. A learning theory attempts to explain how people and animals learn, whereas the social learning theories take to a different level; they attempt to explain how organisms learn in social settings. Three important concepts of Bandura’s social learning theory include observational learning, modeling, and imitation. Many factors take part in the way people behave and think. We learn concepts and ideas not only through hands-on learning but also through observational learning as well.... [tags: Learning Theory]
1224 words (3.5 pages)