As shown in the following diagram by Plass (2015), game-based learning engages “game content with learning activities (eg, exploring navigating, investigating) to enhance domain-specific knowledge (eg, microbiology) and skill acquisition (eg, self-regulation), where activities typically involve problem-solving and challenges to foster students’ perceived achievement (eg, solve a mysterious illness outbreak)” (Emerson et al. 2020)
“Challenge-Response-Feedback” is the system of game-based learning design; these three components are also the main element of a game. Students participate in game-like activities as active participants in their lessons, they will acquire the game principles and the learning outcome within the learning activities. For instance, students in a Political Science course might role-play as law enforcers as they engage in mock scenarios of a dispute in court.
Van Eck (2006) suggests three methods of applying games to learning:
1) integrating commercial off-the-shelf games (COTS),
2) having the educators and/or developers build a game, and
3) having the students build their own game.
Nintendo Labo
The Sims (Electronic Arts)
Rabbid Coding (Ubisoft)
Mario Maker (Nintendo)
Monkey Swag
Game Over Gopher
The Oregon Trail
Food Forge (United Nations World Food Programme)
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Reference:
Emerson, A., Cloude, E. B., Azevedo, R., & Lester, J. (2020). Multimodal learning analytics for game‐based learning. British Journal of Educational Technology, 51(5), 1505-1526.
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258-283.
Van Eck, R. (2006). Digital game‐based learning: It's not just the digital natives who are restless EDUCAUSE Review, 41(2), 16-30.