Time Factor in the Curriculum Integration of Game-Based Learning

Author(s):  
Margarida Romero ◽  
Mireia Usart

From primary and secondary educational levels to higher education and lifelong learning, the use of games for educational purposes has become a focus of increasing interest for instructional designers, teachers, and researchers. To ensure the achievement of learning objectives and competency in the use of games for educational purposes, the use of Game-Based Learning (GBL) in the curriculum should be considered in terms of its learner-centred characteristics, game dynamics, and interactional requirements. A dimension that involves all these characteristics is the time factor. Time is considered in this chapter from three different points of view: learner’s psychological time; temporal gameplay; and the “interaction tempo” required for successfully including games in the curriculum. This chapter describes four typologies of the time factor: time-on-task; temporal perspectives of learners; temporal gameplay; and interaction tempo. Finally, the chapter proposes practical ideas for game designers and teachers when using GBL in face-to-face and online contexts.

Gamification ◽  
2015 ◽  
pp. 1809-1829
Author(s):  
Mireia Usart ◽  
Margarida Romero

From primary school levels to lifelong learning, the use of games for educational purposes has been an increasing focus of interest for instructional designers, teachers, and researchers. One of the factors that can be assessed in Game-Based Learning (GBL) is the time factor. In this chapter, time is considered as the time used by players (time-on-task) and as psychological time perceived by students (time perspective). Time Perspective (TP) is a cognitive aspect of players, defined as the manner in which individuals divide time into past, present, and future. This variable can be considered as an individual difference; players with a temporal perspective focused on the future may play games differently than students oriented to the past or present. This chapter aims to study how Serious Games (SG) can help in assessing time-on-task by learners and time perspective. After a theoretical review of these aspects, a case study of MetaVals is presented as an example of time assessment in SG. This game was designed by ESADE's learning innovation team and monitors player times for individual and collaborative phases of the game. The results focus on the key aspects for assessing time in the class use of GBL and offer designers and teachers a reliable instrument for better personalising and implementing of SG tasks in the context of time.


Author(s):  
Mireia Usart ◽  
Margarida Romero

From primary school levels to lifelong learning, the use of games for educational purposes has been an increasing focus of interest for instructional designers, teachers, and researchers. One of the factors that can be assessed in Game-Based Learning (GBL) is the time factor. In this chapter, time is considered as the time used by players (time-on-task) and as psychological time perceived by students (time perspective). Time Perspective (TP) is a cognitive aspect of players, defined as the manner in which individuals divide time into past, present, and future. This variable can be considered as an individual difference; players with a temporal perspective focused on the future may play games differently than students oriented to the past or present. This chapter aims to study how Serious Games (SG) can help in assessing time-on-task by learners and time perspective. After a theoretical review of these aspects, a case study of MetaVals is presented as an example of time assessment in SG. This game was designed by ESADE’s learning innovation team and monitors player times for individual and collaborative phases of the game. The results focus on the key aspects for assessing time in the class use of GBL and offer designers and teachers a reliable instrument for better personalising and implementing of SG tasks in the context of time.


Author(s):  
Kamini Jaipal-Jamani ◽  
Candace Figg

Digital game-based learning (DGBL) has been identified as an effective digital teaching strategy to foster 21st century learning. The inclusion of digital game-based learning in instruction is challenging for educators to structure in higher education learning environments, often because of the lack of coherence with curriculum. Gamification is a recent DGBL strategy that enables the instructor to incorporate the motivational and engagement elements of games in ways that can be adapted to curriculum requirements. Gamification, supported with digital technologies such as web-based tools and learning management systems, offers the instructor the benefits of both face-to-face traditional instruction and online learning. An example of how blended learning in higher education incorporates gamification is presented. Study findings indicate that the blended gamified learning environment motivated learners and promoted cognitive, skill, and attitude development.


Author(s):  
Nicola Whitton

This chapter examines the rationale for the use of computer games in learning, teaching, and assessment in Higher Education. It considers their pedagogic potential in respect to a number of theories of learning, as well as some of the practical issues associated with using computer games in real teaching situations, both face-to-face and online. The first part of the chapter focuses on the theory underpinning the use of computer game-based learning with HE students, examining motivation and engagement, constructivism, collaborative and problem-based learning. The second part of this chapter considers the practical issues of using computer games in actual teaching contexts and presents twelve principles for the design and evaluation of computer games to support learning.


Author(s):  
Kerri Brown Parker ◽  
Peter A. Hessling

Play in learning can enhance student engagement with course content. One way to integrate play into learning environments is through game-based activities. As College of Education instructors, the authors want to engage learners and also model resources that their students can use when they become professionals teaching their own students. Breakout EDU is a game-based educational translation of the popular immersive entertainment experience of escape rooms. In this chapter, the authors will explore how Breakout EDU can be used in online and face-to-face higher education courses to engage students in learning and model a resource that pre-service teachers can use in their future teaching.


2019 ◽  
Vol 11 (4) ◽  
pp. 15-31
Author(s):  
Olha Ketsman

This mixed-methods study explores pre-service teachers' perspectives towards using blended learning in technology integration courses. Data were collected through surveys and interviews with pre-service teachers enrolled in technology integration courses in a large Midwestern university. Findings from the study showed that pre-service teachers had favorable perspectives towards using a blended learning approach to teach technology integration courses. The majority of pre-service teachers preferred that the technology-integration course adopt a blended format instead of a traditional face-to-face format; however, it is uncertain if students will be more motivated to study in a blended technology integration course than in a traditional face-to-face one. The study has implications for higher education faculty, instructional designers and technology specialists.


2019 ◽  
Vol 15 (S367) ◽  
pp. 316-322
Author(s):  
Edith Hammer

AbstractThis presentation will provide an introduction to the concept of lifelong learning, exploring its relevance and potential for future human development. Lifelong learning – comprising learning in formal education, in non-formal contexts and informal ways – plays an increasingly important role within society and also within the higher education sector. Universities have a social responsibility towards society, conducting research that benefits society, making research results widely and openly available, communicating research to the wider community, and providing learning opportuntities for people of all ages and social backgrounds.Increasingly, the global community acknowledges that lifelong learning – available to all, at every stage and in every sphere of people’s lives – is key to addressing the multiple challenges faced by humanity. Lifelong learning fosters people’s capacity to deal with change and to build the future they want. This is profoundly important given the disruption and uncertainly resulting from the familiar threats and opportunities of demographic change, the climate crisis, the rapid advance of technology and, more recently, the COVID-19 pandemic. In such uncertain times, new ways of learning provision have to be found.Learner autonomy is the foundation of this lifelong learning culture. Learning to learn has become a basic competence, as has managing one’s own learning journey and creating one’s own learning biography. Understanding all levels of learning as learner-centric presents a crucial shift to fundamentally thinking and planning education with demand in mind. This way, learners are active agents rather than passive recipients of prescribed knowledge. They co-design and use any learning process and its outcomes actively to realize their potential as fully as possible.Learning is understood as a collective process, taking place among peer groups, within communities and across generations. Education emphasizes becoming global citizens who care about each other, other communities and the planet. Consequently, lifelong learning is for all, and learning opportunities can be created for and with the most excluded learners. There is a global learning ecosystem, built collectively to inspire and empower learners with a plethora of opportunities. The learning ecosystem integrates diverse learning modalities fluidly, including all digital-based and real-life experiential learning as well as blends of formal, non-formal and informal learning. The learning opportunities allow for planned or spontaneous, individual of collective learning. There is easy access to face-to-face and online learning opportunities as local infrastructure, global connectivity and sponsored devices are available for all. New pedagogical and andragogical principles have been developed, including innovative blended learning concepts that integrate digital and face-to-face elements while considering learners’ specific needs.The presentation will link these future-oriented ideas of lifelong learning with the higher education context, the open science movement and explore ways in which research-based knowledge can be provided to learners in different contexts.


Author(s):  
Kamini Jaipal-Jamani ◽  
Candace Figg

Digital game-based learning (DGBL) has been identified as an effective digital teaching strategy to foster 21st century learning. The inclusion of digital game-based learning in instruction is challenging for educators to structure in higher education learning environments, often because of the lack of coherence with curriculum. Gamification is a recent DGBL strategy that enables the instructor to incorporate the motivational and engagement elements of games in ways that can be adapted to curriculum requirements. Gamification, supported with digital technologies such as web-based tools and learning management systems, offer the instructor the benefits of both face-to-face traditional instruction and online learning. An example of how blended learning in higher education incorporates gamification is presented. Study findings indicate that the blended gamified learning environment motivated learners and promoted cognitive, skill, and attitude development.


2012 ◽  
Vol 16 (4) ◽  
Author(s):  
Sue Y. McGorry

Institutions of higher education are realizing the importance of service learning initiatives in developing awareness of students’ civic responsibilities, leadership and management skills, and social responsibility. These skills and responsibilities are the foundation of program outcomes in accredited higher education business programs at undergraduate and graduate levels. In an attempt to meet the needs of the student market, these institutions of higher education are delivering more courses online. This study addresses a comparison of traditional and online delivery of service learning experiences. Results demonstrate no significant difference in outcomes between the online and face-to-face models.


2008 ◽  
Vol 11 (4) ◽  
Author(s):  
Katrina A. Meyer

Thirteen students in a graduate-level course on Historical and Policy Perspectives in Higher Education held face-to-face and online discussions on five controversial topics: Diversity, Academic Freedom, Political Tolerance, Affirmative Action, and Gender. Students read materials on each topic and generated questions for discussion that were categorized by Bloom’s taxonomy so that the level of questions in the two discussion settings would be closely parallel. Upon completion of each discussion, they answered questions that addressed depth and length of the discussion, ability to remember, and a self-assessment of how the student learned. Students’ assessments show a consistent preference for the face-to-face discussion but a small number of students preferred the online setting. However, what is perhaps more interesting is a minority of approximately one-third of the students who perceived no difference between the settings, or that the two settings were perhaps complementary.


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