There’s been a lot of research the last several years about using games to learn and their positive outcomes. However, the process of designing games for learning is still more an art than a science. Only recently has there been research that helps us identify where people learn in games. This can help instructional designers better collaborate with game designers resulting in better games for learning. Knowing where in games learning actually occurs will help instructional designers better create appropriate learning-objectives-based instructional interactivities with game designers to create gamebased learning or serious games and simulations that actually help learners “do”’ things rather than just know about how to do things. It is through this participation and interaction that learners can better embed knowledge and develop skills. In a nutshell, there are four places in games where learning occurs: game mechanics, context, goals, and challenges.
Participants in this session will learn how to design learning experiences that can target Bloom’s higher levels of learning such as problem solving, critical thinking, and skill development.
In this session, you will learn:
- How to create game-mechanic-driven learning
- How to create context-driven learning in games
- How to create goal-driven learning in games
- How to create challenge-driven learning in games
Audience:
Those wanting to
understand the different types of game mechanics.
Technology discussed in this session:
N/A
Student Technology needs:
N/A
Handouts
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