The Case for Serious Games in Education

2022 ◽  
pp. 1149-1172
Author(s):  
John Denholm ◽  
Linda Lee-Davies

The chapter sets the scope, rationale and purpose of the book. It then covers a number of related topics, principally a review of learning theories and considers Bloom's well known learning taxonomy, and at which levels games of the mixed reality genre can be associated. The impact of games and simulations in learning is backed up by evidence from a survey of opinions as to which types of learning raise achievement levels the most. It also introduces the concepts of Experiential Learning (EL), Problem Based Learning (PBL) and Simulation Based Training (SBT) and then considers recent developments in education such as digital games, e-learning, distance and blended learning. It concludes with a review of earlier assessments of the value of games and an introduction to the suggested elements of good design in mixed reality games.

The chapter sets the scope, rationale and purpose of the book. It then covers a number of related topics, principally a review of learning theories and considers Bloom's well known learning taxonomy, and at which levels games of the mixed reality genre can be associated. The impact of games and simulations in learning is backed up by evidence from a survey of opinions as to which types of learning raise achievement levels the most. It also introduces the concepts of Experiential Learning (EL), Problem Based Learning (PBL) and Simulation Based Training (SBT) and then considers recent developments in education such as digital games, e-learning, distance and blended learning. It concludes with a review of earlier assessments of the value of games and an introduction to the suggested elements of good design in mixed reality games.


2021 ◽  
Vol 36 (2) ◽  
pp. 73-85
Author(s):  
Rachael E. Ayers ◽  
Erik K. Laursen

This study focused on the impact of COVID-19 on K-12 access to community education organizations such as museums, theaters, and art studios. Participants from five community education organizations were interviewed to explore and understand their experiences of developing and promoting virtual resources. While each organization responded differently, three approaches for adaptation and innovation were critical: existing virtual presence, collaboration, and responding to e-learning fatigue. Organizations found that the leveraging of technology in the short term may enhance K-12 access to their resources in the future.


Author(s):  
Ilga Prudņikova ◽  
Ilona Bruveris

This paper examines the background to the use of experiential learning with students with moderate/severe disabilities. The role of practical tasks and activities in the education of these students is an important one. There has been a change in the concept of learning, away from the behaviourist notions of teachers as purveyors of knowledge and students as passive receivers. Cognitive, humanistic, social and constructivist learning theories stress the importance of making sense or meaning from experiences. A review of current and past theories of cognitive development focusing on the role of experiential learning, the impact of the surrounding environment, active participation, scaffolding support for learning, the impact of emotions and the development of attitudes as well as the place of interaction, reflection and feedback is linked to implications for practice.


Author(s):  
Ian Gordon ◽  
Don Quick ◽  
Linda Lyons

This chapter provides an alternative approach to career and technical education (CTE) and the use of e-learning technologies. The authors suggested that, by shifting our emphasis in education from the development of people to meet occupational and economic needs to the development of people as individuals, they might become more successful in meeting occupational and economic goals. Based on lifelong learning, we concentrated on experiential learning, critical reflection, transformative learning, and learning communities as best educational practices. Having established the pedagogical basis for lifelong learning, they will then focus on the impact of e-learning and how it can be used to foster and develop these practices. The authors then discuss how these technologies can be used to help create lifelong learners and a learning society. The authors conclude with a discussion of two groups of CTE learners and how the use of e-learning technologies may help meet their learning, career and life goals.


2021 ◽  
Vol 19 (6) ◽  
pp. pp642-655
Author(s):  
Paula Charbonneau-Gowdy

A surge of literature documenting myriad challenges being faced online during the COVID pandemic strongly suggests that e-learning scholarship has fallen short of conveying an understanding of how to build highly effective e-learning spaces. Recent stories from practitioners abound with reports of absenteeism, cameras and microphones turned off, inaction in forums and a general reticence on the part of learners to engage online. Where have we missed the mark in our efforts to have contemporary e-learning theory affect online practice? Scholarship is indicating that the root of the disconnect often lies in the conventional instructional designs being used in these spaces and the teaching, learning and assessment practices they support. In response to such issues, we conducted a qualitative action research initiative to apply an instructional design (ID) model, based on contemporary learning theories and goals, in a teacher education program in Chile. The study took place in 2020 over 2 academic semesters. In this study, we focussed on the impact of these changes on a small group of first-year Pre-service Teachers (PSTs, n=17), experiencing online learning for the first time. Pre and post interviews, an open-ended questionnaire, field notes from self-assessment portfolios and observations of the digital environment were used to collect data. We also draw on two other data sources in the same context: 1) an earlier report of this initiative that focussed on the Teacher Educators (TEs) in the same program (n=4), and 2) survey data collected in a preparatory stage of the action research on the experiences of the greater university student body (n=1,054). Evidence revealed that initially learners’ epistemological views were heavily influenced by the teacher-centric and content-driven pedagogies of earlier schooling. Yet, results also showed that the contemporary learning design framework had positive implications for many students’ social, cognitive, and metacognitive competencies. Clear signs of more active investment in social interactive learning online on the part of the PSTs and of flexible, self-directed behaviours were evidenced. The results of this study provide an empirically based practical solution for connecting current learning theory to practice in online contexts, solutions that could endure even once the challenges of the pandemic crisis are behind us.


2022 ◽  
Vol 29 (2) ◽  
pp. 1-39
Author(s):  
Mark McGill ◽  
Stephen Brewster ◽  
Daniel Pires De Sa Medeiros ◽  
Sidney Bovet ◽  
Mario Gutierrez ◽  
...  

This article discusses the Keyboard Augmentation Toolkit (KAT), which supports the creation of virtual keyboards that can be used both for standalone input (e.g., for mid-air text entry) and to augment physically tracked keyboards/surfaces in mixed reality. In a user study, we firstly examine the impact and pitfalls of visualising shortcuts on a tracked physical keyboard, exploring the utility of virtual per-keycap displays. Supported by this and other recent developments in XR keyboard research, we then describe the design, development, and evaluation-by-demonstration of KAT. KAT simplifies the creation of virtual keyboards (optionally bound to a tracked physical keyboard) that support enhanced display —2D/3D per-key content that conforms to the virtual key bounds; enhanced interactivity —supporting extensible per-key states such as tap, dwell, touch, swipe; flexible keyboard mappings that can encapsulate groups of interaction and display elements, e.g., enabling application-dependent interactions; and flexible layouts —allowing the virtual keyboard to merge with and augment a physical keyboard, or switch to an alternate layout (e.g., mid-air) based on need. Through these features, KAT will assist researchers in the prototyping, creation and replication of XR keyboard experiences, fundamentally altering the keyboard’s form and function.


Author(s):  
Betül Özkan-Czerkawski

Digital games and simulations are playing an important role in younger generations’ lives. Their adoption to e-Learning environments, however, is rather slow because educators are reluctant to change the way they teach. This chapter starts with a brief discussion of game and simulation terminology, including serious games, game-based learning, and game genres. It continues with a review of the current status of educational games and simulations being used in higher education institutions. Important case studies are provided to present examples to the higher education faculty. Finally, a discussion of teaching strategies, instructional design processes, and assessment issues for effective digital game incorporation in e-Learning is included.


2021 ◽  
Author(s):  
Paula Antoinette Gowdy ◽  
Jaime Pizarro Aura ◽  
Danisa Thamara Salinas

E-learning scholars have long predicted the conversion of conventional education to online learning spaces. That conversion has now happened. Regardless of what occurs in a post-pandemic era, teaching and learning will never be the same. Where does that leave teacher educators (TEs) who grapple with how to best prepare future teachers for the new era? The aim of our research was to determine the impact of supporting a small group of Chilean TEs in re-designing their online instructional approaches by aligning them with contemporary learning theories and goals. In the Chilean context, prior to the pandemic, e-learning was still on the periphery, and transitions from teacher-directed approaches had only just begun. In this 10-month qualitative inquiry, we focused on the TEs experiences online as they adopted sociocultural-based, 21st century instructional designs, and implemented strategies intended to promote agency and engagement in their students. The TEs long-held teacher-centric identities and approaches sometimes interfered in this trajectory. Yet, their heightened critical awareness of the ineffectiveness of traditional teaching paradigms in online settings combined with their grounded efforts and perseverance, resulted in positive evidence of ‘real’change to their designs, practices and identities – changes many have been seeking in educational systems for some time. 


Author(s):  
Courtney Uram ◽  
Diane Wilcox ◽  
Jane Thall

The purpose of this chapter is to provide a review of the research literature on the use of gaming and simulation in adult and professional education. The chapter will describe the difference between games and simulation; provide a review of the history of games in adult education; investigate important audience characteristics, including generational differences; examine how games affect motivation; and discuss the application of learning theories and instructional models to game design. The impact of games on learning, especially for those born after 1980, is profound. Games and simulations delivered using a variety of technologies may be an integral part of the educational mix offered by corporate trainers in the near future.


Pain Medicine ◽  
2020 ◽  
Vol 21 (10) ◽  
pp. 2117-2122
Author(s):  
Keelin Moehl ◽  
Rollin M Wright ◽  
Joseph Shega ◽  
Monica Malec ◽  
G Kelley Fitzgerald ◽  
...  

Abstract Objective Pain management in persons with mild to moderate dementia poses unique challenges because of altered pain modulation and the tendency of some individuals to perseverate. We aimed to test the impact of an e-learning module about pain in communicative people with dementia on third-year medical students who had or had not completed an experiential geriatrics course. Design Analysis of pre- to postlearning changes and comparison of the same across the student group. Setting University of Pittsburgh School of Medicine and Saint Louis University School of Medicine. Subjects One hundred four University of Pittsburgh and 57 Saint Louis University medical students. Methods University of Pittsburgh students were randomized to view either the pain and dementia module or a control module on pain during a five-day geriatrics course. Saint Louis University students were asked to complete either of the two modules without the context of a geriatrics course. A 10-item multiple choice knowledge test and three-item attitudes and confidence questionnaires were administered before viewing the module and up to seven days later. Results Knowledge increase was significantly greater among students who viewed the dementia module while participating in the geriatrics course than among students who viewed the module without engaging in the course (P < 0.001). The modules did not improve attitudes in any group, while student confidence improved in all groups. Conclusions Medical students exposed to e-learning or experiential learning demonstrated improved confidence in evaluating and managing pain in patients with dementia. Those exposed to both educational methods also significantly improved their knowledge.


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