ALTC 2010: Back three spaces and roll again: using game-based approaches to assist with course design

Alex Moseley, Juliette Culver, Nicola Whitton

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The Cloudworks Team
31 August 2010

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Justline Webber
4:07pm 20 April 2017


Here are a couple of updates for the A Role for Gaming in Learning discussion. First, the book, The Multiplayer Classroom: Designing Coursework as a Game was published on June 14, 2011 by Cengage Learning. It features the four courses that are taught as games, plus case histories from Louisiana to Hawaii, middle schools to colleges, of teachers successfully using this method to better reach students. In addition there's hopefully enough information in the book so any teacher, non-game designer or even non-game player, can try it for themselves. The results so far are nothing short of amazing with with grades and higher class attendance being two important standouts.

Also some of our early work was spotlighted and built upon, by Extra Credits, a video blog on The Escapist web site. Even though it sets its discussion in the realm of theory, there are some great ideas here: http://www.escapistmagazine.com/videos/view/extra-credits/3167-Gamifying-Education

Second, gaming has great potential as a learning tool with so many ways to incorporate real life scenarios into a gaming world it would give children the opportunity to face similar challenges that today's politicians are facing . We could use mmorpg (massively multiplayer online role playing games) to simulate the UN so players could face the same issues that the UN is facing. According to the college essay writers  "Green and Bavelier showed in an already-classic 2003 Nature article, action video game players (VGP's) were shown to have increased visual attention capacity on a flanker distractor task, as well as thought to show improvements in their ability to subitize (this is basically the process by which you can tell how many items are in a display without actually counting each item serially). In fact, VGP's could correctly subitize up to 5 items on average, while non-VGP's could subitize only three on average". I have been gaming for most of my life and I fell that not only do i have less stress but I am also more focused in many of my college classes .

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