Educators as Facilitators of Game-Based Learning

2022 ◽  
pp. 533-553
Author(s):  
Jessica Reuter ◽  
Marta Ferreira Dias ◽  
Marlene Amorim ◽  
Mara Madaleno ◽  
Claúdia Veloso

Innovative educational methods such as gamification are gaining ground in more formal environments and have great potential to improve learning in education. However, the implementation of this strategy in the classroom is assumed to be a complex practice for beginners and requires the development of new competencies by educators. This chapter aims to contribute to the advancement of knowledge about the main competencies needed for educators to perform as facilitators of educational games. The study was developed through critical literature review, interviews, and questionnaires. The outcome is the development of a framework of competencies of an educator willing to use game-based learning. The study highlights the importance of institutional support to boost the development of pedagogical, technological, and social skills among educators. The conclusions of the chapter are valuable for educators aiming to adopt game-based learning and to higher education decision makers committed to expanding innovative learning contexts on their institutions.

2022 ◽  
pp. 423-441
Author(s):  
Marta Ferreira Dias ◽  
Marlene Amorim ◽  
Fernando Silvio Cavalcante Pimentel ◽  
Jessica Reuter ◽  
Renato Encarnação

Game-based learning (GBL) has been gaining ground and notoriety in formal education environments. However, the educational escape room (EER) is still a relatively new approach, and in some countries, their utilization finds more barriers among the higher education setting. In this sense, to spread and facilitate their adoption, it is important to identify which are the competences and attitudes necessary for educators to facilitate EERs. Starting from this knowledge, it becomes easier proposing actions for the development, the dissemination, and the sustainable practice of these activities. This study applied questionnaires applied to Brazilian higher education teacher users of EER in the classroom. The results highlight the importance of the institutional support, as they will feel more confident so that the implementation of this methodology occurs in a gradual way and with purpose in educational institutions. The conclusions are valuable to both educators and decision makers in education in order to give more information to the best practices and implementation of EER.


2020 ◽  
Vol 3 (2) ◽  
pp. 146
Author(s):  
Ananda Wini Rosarian ◽  
Kurnia Putri Sepdikasari Dirgantoro

<p>Interaction that occurs in the classroom involves interaction between the teacher and students as well as students and students. One form of class interaction is communication. Communication that is continuously intertwined can also form relationships. A comfortable and pleasant classroom atmosphere is a hope for all class members so that learning objectives can be achieved and can form the class as a shalom community. During the practicum, the writer found that there was no interaction between grade 10 science-track students due to students' individualist attitudes. The teacher as an artist strives and plays a role in creating a pleasant classroom atmosphere through innovative learning methods. Therefore, the writing of this writing aims to find out if the method of learning while playing can build student interaction. The method of learning while playing is one of the innovative, creative, and beneficial learning methods used to increase student interaction and support the achievement of learning objectives. Based on the results of a survey of grade 10 science-track students and mentor feedback, the method of learning while playing using the "Snakes and Ladders" game was proven to be able to increase interaction and relationships between students. However, to see an increase in student interaction consistently, it cannot be measured through one application, but requires a longer time or process. In its application, the teacher also needs to pay attention to the types of educational games used to apply the learning method while playing.</p><p><strong>BAHASA INDONESIA ABSTRACT: </strong>Interaksi yang yang terjadi di dalam kelas melibatkan interaksi antara guru dan siswa maupun siswa dengan siswa. Salah satu bentuk interaksi kelas yaitu adanya komunikasi. Komunikasi yang secara terus menerus terjalin juga dapat membentuk relasi. Suasana kelas yang nyaman dan menyenangkan menjadi harapan bagi seluruh anggota kelas agar tujuan pembelajaran dapat tercapai serta dapat membentuk kelas sebagai komunitas <em>shalom.</em> Dalam masa praktikumnya, penulis mendapati tidak adanya interaksi yang terjalin di antara siswa kelas X-IPA disebabkan oleh sikap individualis siswa. Guru sebagai seorang seniman berupaya dan berperan untuk menciptakan suasana kelas yang menyenangkan melalui metode pembelajaran yang inovatif. Oleh sebab itu, tulisan ini bertujuan untuk mengetahui bahwa metode belajar sambil bermain dapat membangun interaksi siswa. Metode belajar sambil bermain merupakan salah satu metode pembelajaran yang inovatif, kreatif, dan bermanfaat untuk meningkatkan interaksi siswa serta menunjang tercapainya tujuan pembelajaran. Berdasarkan hasil survei terhadap siswa kelas X-IPA dan <em>feedback </em>mentor, metode belajar sambil bermain dengan menggunakan media permainan ular tangga terbukti dapat meningkatkan interaksi serta relasi antar siswa. Namun untuk melihat adanya peningkatan interaksi siswa secara konsisten, tidak dapat diukur melalui satu kali penerapan, namun membutuhkan waktu atau proses yang lebih lama. Dalam penerapannya, guru juga perlu memerhatikan jenis permainan edukatif yang digunakan untuk menerapkan metode belajar sambil bermain.</p>


2017 ◽  
Vol 1 (1) ◽  
pp. 12 ◽  
Author(s):  
David Wawrzinek ◽  
Guido Ellert ◽  
Claas Christian Germelmann

This conceptual paper looks into the question of what purpose and which superordinate strategic goals can be identified for higher education. Because of the large variety of different purposes and goals in the existing literature, there’s a need for integrative models and frameworks that help to manage the complex challenges which higher education is facing in an increasingly complex world. Based on the theoretical perspective of Service Dominant Logic (SD-logic), a holistic higher education strategy system model is presented, allowing higher education decision makers and managers a better understanding and consequently the measurement of strategical higher education goals. Irrespective of the branch of study, the HESM can be used as a decision-making aid in operative tasks regarding curriculum creation and optimization of teaching and learning contents.


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.


2017 ◽  
Vol 38 (4) ◽  
pp. 554-576 ◽  
Author(s):  
Karol Olejniczak

Knowledge brokering is a promising practice for addressing the challenge of using research evidence, including evaluation findings, in policy implementation. For public policy practitioners, it means playing the role of an intermediary who steers the flow of knowledge between producers (researchers) and users (decision makers). It requires a set of specific skills that can be learnt most effectively by experience. The article explains how to develop knowledge brokering skills through experiential learning in a risk-free environment. It reports on the application of an innovative learning method—a game-based workshop. The article introduces the conceptual framework for designing game-based learning. Then, it demonstrates how this framework was applied in practice of teaching knowledge brokering. In conclusion, article discusses the first lessons of game application in training public policy practitioners. It concludes that game-based workshop is a promising method for learning about knowledge brokering strategies that increase evaluation use.


2021 ◽  
Author(s):  
Todorka Terzieva

This article presents the results of a study on the possibilities of computer educational games for the development of various cognitive skills for learners. The advantages they offer in the learning process are highlighted. Special emphasis is placed on the relationship between game-based learning and mental development of learners. Examples of game-based learning from leading educational institutions at different stages of the educational process are given. A prototype of an educational game with several interactive puzzles is presented. They are designed to teach students in mathematics and philology (learning a foreign language). The developed prototypes can be used to acquire new knowledge or to assess the acquisition of knowledge and skills in various subject areas.


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