2011 Final Topics

2010 Horizon Report Preview pdf

Time-to-Adoption Horizon: One Year or Less

Time-to-Adoption Horizon: Two to Three Years

Time-to-Adoption Horizon: Four to Five Years

Challenges

Trends


Game-Based Learning

2011 Final Topic: Time-to-Adoption: Two to Three Years
delicious tags: hz11 gamebasedlearning http://delicious.com/tag/hz11+gamebasedlearning
The interest in game-based learning has accelerated considerably in recent years, driven by clear successes in military and industrial training. The military, in particular, is using games and simulations to refine skills across the range of their training needs, from basic training to field medicine, to IED removal, to advanced operational strategies. Developers and researchers are working in every area of game-based learning, including games that are goal-oriented; social game environments; non-digital games that are easy to construct and play; games developed expressly for education; and commercial games that lend themselves to refining team and group skills. Despite these advancements, the full potential of games for learning has yet to be realized. One area in which there is currently a great deal of development is social games, especially those that can be taken along and played anywhere at all using a mobile device. With social games, players are never far from a game environment, whether it be a mobile in a pocket, a desktop or laptop computer, or a networked gaming console. Games are becoming a pervasive part of everyday life, and our notions of what constitutes a game are changing as fast as the applications of games themselves.

Relevance for Teaching, Learning & Creative Inquiry

  • Educational games offer opportunities for both discovery-based and goal-oriented learning, and can be very effective ways to develop teambuilding skills.
  • Simulations and role-playing games allow students to re-enact difficult situations to try new responses or pose creative solutions.
  • Educational games can be used to teach cross-curricular concepts that touch on many subjects in an engaging way.

Game-Based Learning in Practice

  • Virtual Battlespace II is a game-based operational simulation environment, developed with the Australian Defense Forces, that is used by militaries all over the world as an operational planning tool: http://www.bisimulations.com
  • Ghosts of a Chance allows visitors to the Smithsonian American Art Museum a chance to decipher codes, follow treasure maps, send text messages, and uncover hidden objects in this multimedia scavenger hunt: http://ghostsofachance.com/
  • World without Oil was a collaborative and social imagining of the first 32 weeks of a global oil crisis: http://worldwithoutoil.org/

For Further Reading

Deep Learning Properties of Good Digital Games: How Far Can They Go?
http://www.jamespaulgee.com/node/37
(James Paul Gee, Arizona State University, January 2009.) This study by noted games-based learning researcher James Paul Gee discusses the design and effects of digital games.

Moving Learning Games Forward (PDF)
http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf
(E. Klopfer, S. Osterweil and K. Salen, The Education Arcade, 2009.) This white paper provides an overview of the field of game-based learning.

Reality is Broken, Game Designers Can Fix It (video)
http://www.avantgame.com/
(Jane McGonigal, Institute for the Future, 2010.) This TED talk advocates incorporating principles of game design into the real world to effect social change.