77 research outputs found

    Collaborative virtual gaming worlds in higher education

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    There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi‐user virtual environments (MUVEs) and massively multi‐player online role‐playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider in scope; it considers the range of collaborative gaming worlds that exist and discusses their potential for learning, with particular reference to higher education. The paper discusses virtual gaming worlds from a theoretical pedagogic perspective, exploring the educational benefits of gaming environments. Then practical considerations associated with the use of virtual gaming worlds in formal settings in higher education are considered. Finally, the paper considers development options that are open to educators, and discusses the potential of Alternate Reality Games (ARGs) for learning in higher education. In all, this paper hopes to provide a balanced overview of the range of virtual gaming worlds that exist, to examine some of the practical considerations associated with their use, and to consider their benefits and challenges in learning and teaching in the higher education context

    Games for learning: creating a level playing field or stacking the deck?

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    Advocates of digital game-based learning make the case that games can support inclusivity and equality in education because they motivate non-traditional students, promote wider access, and engage learners who are disengaged from formal education. This article will argue that this is a limited analysis which – by the very nature of its inherent assumptions – propagates stereotypical notions of the role of games in learning and could actually reduce social equality. Assumptions about and demographics of computer game players are discussed, as are issues of gaming literacy, differences between education and entertainment games and the impact of these on learner motivation, gender issues of game choice, and accessibility considerations. The article also addresses the methodological challenge of giving a voice to those who are disengaged in research, a particular issue in the field of games and learning. Finally, four ways in which games have the potential to promote inclusion and equality are presented and discussed, drawing on recent examples of projects carried out at the Education and Social Research Institute (ESRI) at Manchester Metropolitan University. First, the use of non-digital games and playful activities; second, informal learning through commercial games, such as massively multiplayer online role-playing games; third, giving learners agency as game creators; and finally, the growing movement of games for good, such as games to support campaigning and fundraising activities

    Gaming and the network generation

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    MILO: Models of innovation in learning online at Key Stage 3 and 14-19: Final report executive summary

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    This summary report presents and analyses the key findings from eight case studies, which reflect a wide range of models of online learning, each of which has been developed for specific reasons, largely in relation to visions of how technology can transform learning, but also to solve practical problems such as re-engaging disaffected learners and coping with rising pupil numbers

    MILO: Models of innovation in learning online at Key Stage 3 and 14-19: Final report appendices

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    This document contains the appendices to the main report, which presents case studies, which reflect a wide range of models of online learning, each of which has been developed for specific reasons, largely in relation to visions of how technology can transform learning, but also to solve practical problems such as re-engaging disaffected learners and coping with rising pupil numbers

    MILO: Models of innovation in learning online at Key Stage 3 and 14-19: Final report

    Get PDF
    The report presents and analyses eight case studies, which reflect a wide range of models of online learning, each of which has been developed for specific reasons, largely in relation to visions of how technology can transform learning, but also to solve practical problems such as re-engaging disaffected learners and coping with rising pupil numbers

    An investigation into the potential of collaborative computer game-based learning in Higher Education

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    Advocates of game-based learning argue that computer games have the potential to transform university education, motivating and engaging a new generation of learners in a way that traditional education does not. The research described in this thesis, grounded in the fields of education, human-computer interaction and game design, questions this assumption and considers the case for computer game-based learning in Higher Education. Initial research found that positive motivation for games-based learning is by no means universal in adults, and that a propensity to play games recreationally does not imply an enthusiasm to use games for learning. However, even reluctant gamers were willing to try game-based learning if it was perceived to be an efficient way to learn. Criteria were developed for the design of effective educational games, based around theories of constructivist learning. These informed the development of two collaborative game-based activities with identical learning outcomes: an adventure game and an online version of a traditional teambuilding exercise. Questionnaires were developed to measure self-reported learning and engagement and 112 students participated in an experiment to compare educational effectiveness between two groups, one using the adventure game and the other the teambuilding activity. No significant difference was found between the two conditions, with the exception that those students who used the teambuilding game had a significantly greater perception of control than those who used the adventure game. This study challenges the assumption that games will revolutionise education because they lead to increased motivation and engagement. Instead, it argues that there is a potential for increased engagement through educational games, but this is because they embody the principles of interactive, collaborative and experiential learning. Overall, this research offers an insight of the nature of adult game playing, practical guidance for the development of educational games, a validated tool for measuring post-experiential engagement, a critical analysis of usability testing techniques for multi-user games, and a genuine rationale for the use of game-based learning.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    An investigation into the potential of collaborative computer game-based learning in Higher Education

    Get PDF
    Advocates of game-based learning argue that computer games have the potential to transform university education, motivating and engaging a new generation of learners in a way that traditional education does not. The research described in this thesis, grounded in the fields of education, human-computer interaction and game design, questions this assumption and considers the case for computer game-based learning in Higher Education.Initial research found that positive motivation for games-based learning is by no means universal in adults, and that a propensity to play games recreationally does not imply an enthusiasm to use games for learning. However, even reluctant gamers were willing to try game-based learning if it was perceived to be an efficient way to learn.Criteria were developed for the design of effective educational games, based around theories of constructivist learning. These informed the development of two collaborative game-based activities with identical learning outcomes: an adventure game and an online version of a traditional teambuilding exercise.Questionnaires were developed to measure self-reported learning and engagement and 112 students participated in an experiment to compare educational effectiveness between two groups, one using the adventure game and the other the teambuilding activity. No significant difference was found between the two conditions, with the exception that those students who used the teambuilding game had a significantly greater perception of control than those who used the adventure game.This study challenges the assumption that games will revolutionise education because they lead to increased motivation and engagement. Instead, it argues that there is a potential for increased engagement through educational games, but this is because they embody the principles of interactive, collaborative and experiential learning.Overall, this research offers an insight of the nature of adult game playing, practical guidance for the development of educational games, a validated tool for measuring post-experiential engagement, a critical analysis of usability testing techniques for multi-user games, and a genuine rationale for the use of game-based learning

    Engagement in Simulation/Gaming: Symposium Overview

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    This symposium considers the space where simulation/games and learning intersect, and explores the use, meaning, and relevance of the term engagement for that intersection. The 10 articles included in this collection explore engagement from a variety of different perspectives. Together, they define the field further, highlight the importance of engagement for game design (providing models and typologies to assist future design), explore options for measuring and diagnosing engagement (describing tools and methodologies through evidenced case studies), and tackle the all-important question of whether engagement has a connection to learning. As a whole, this symposium issue provides those designing, researching, or teaching with games a number of useful tools, perspectives, and methodologies for considering engagement as a core part of their work in the area
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