Location of Repository

Back two spaces, and roll again: the use of games-based activities to quickly set authentic contexts

By Alex Moseley

Abstract

This paper was presented at ECGBL 2010, the 4th European Conference on Games Based Learning, Copenhagen, Denmark, 20-21 October 2010 and published in the proceedings. The published version is available at http://academic-conferences.org/2-proceedings.htm.One of the inherent problems in the use of game-based activities in training and development contexts is the disconnection between the game itself, and the real world context the participants have come to learn about: the games tend to be a means to an end within the confines of the training.\ud Backgrounded by a long history of games and simulations in areas of education and training, recent work on the way that games can engage learners through the creation of authentic contexts led the author to explore the use of small, low cost games which could quickly create authentic contexts within training and development environments. Three case studies (a simple puzzle, a live activity, and a board game) are provided as exemplars of this approach, presenting a range of possible designs; and their value in overcoming a suggested contextual gap amongst participants is discussed.\ud Ways to consider and quantify this contextual gap are provided, along with advice for those wishing to create their own games-based approaches

Topics: Higher-education, course-design, games-based, context, integration
Publisher: Academic Conferences Limited
Year: 2010
OAI identifier: oai:lra.le.ac.uk:2381/9103

Suggested articles

Preview

Citations

  1. (1993). A History of Business Teaching Games in English-Speaking and PostSocialist Countries”, doi
  2. (2007). An investigation into the potential of collaborative computer games to support learning in higher education.
  3. (1996). Business Simulation Games: Current usage levels - a ten year update” doi
  4. (2003). Creating Effective Learning Environments and Learning Organizations through Gaming Simulation Design”. doi
  5. (2005). Engagement versus Participation: A Difference that Matters”. About campus, doi
  6. (2005). Engaging by design: How engagement strategies in popular computer and video games can inform instructional design”. doi
  7. (2005). Epistemic games”. doi
  8. (2010). Game Designers Forum
  9. (2009). Game-based Assessment: can games themselves act as assessment mechanisms? A case study”.
  10. (2010). Learning with Digital Games. doi
  11. (2001). Man, Play and Games. doi
  12. (2009). Motivation in Alternate Reality Gaming Environments and Implications for Learning".
  13. (2007). Online gaming as an educational tool in learning and training”. doi
  14. (2004). Rules of Play: Game design fundamentals. doi
  15. (2008). SimpleThings. Erlebnispädagogik mit Alltagsgegenständen",
  16. (1998). The Adult Learner. doi
  17. (2008). The Art of Game Design. doi
  18. (2008). The convergence of gaming practices with other media forms: what potential for learning? A review of the literature”. doi
  19. (2008). The Ecology of Games: Connecting youth, games and learning. doi
  20. (1999). Thick authenticity: New media and authentic learning”.
  21. (2006). Using Games and Simulations for Supporting doi

To submit an update or takedown request for this paper, please submit an Update/Correction/Removal Request.