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Submitted from: Sarah Anwer 13107
 Educational gaming has become one of the most
important and significant phenomenon taking on
the educational industry.
 Games have a number of common characteristics
for creating effective learning environments, as
given below:
 Complex environments for individuals to make
problem-solving decisions under difficult
circumstances.
 Risk taking and experimentation to try out
alternative courses of action
 Thematic and narrative threads to encourage
players to interact with others
 Educational games: computer and video games
using immersive and engaging experience to target
the goals, outcomes and experiences
 Online games: games ranging from simple text
games to complex and virtual games played by a
number of players simultaneously
 Serious games: games that educate or train the
users and have a primary purpose other than
entertainment
 Simulations: games that model the real world
 Improved learning achievements
 Broad cognitive competencies
 Embody well-established principles and models of
learning
 Primary socializations and learning mechanism
 Actively engaging and immersive environments
 Gaining value from cognitive, motivational,
emotional and social video games offers
 Student’s Needs: Look at the subject matter and
what skills the game promotes.
 Resources: Identify the different and numerous
resources needed to implement games on an
operating system or on a specific device
 Scope of the search: Widen the scope of the search
as per the defined goals.
 Determine Pedagogical Approach (how you believe
learning takes place)
 Situate the Task in a Model World
 Elaborate the Details
 Incorporate Underlying Pedagogical Support
 Map Learning Activities to Interface Actions
 Map Learning Concepts to Interface Objects
Implementation Strategies:
 Online
 Discussion boards: facilitating real-time discussions
using tools like Todaysmeet and Padlet so that
students are free to make contributions that stay
anonymous
 Quizzes: Quizzes as a way of interactive narrative
can be done in which each question leads to the
next an is built upon the answers given. It could
include hints as well.
 In Class
 Jeopardy: constructing a jeopardy-style game for
the preparation of mid-terms or review of chapters
 Classrooms Response Systems: TopHat and Kahoot
are two of the examples that encourage
participation and earning points by competition
between individuals.
 Out of Class
 Game based learning environments: includes games
such as TriviaCrack or QuizUp, designed for
educational purposes.
 Game enhanced learning environments: the role of
the instructor is to provide example of games
related to discipline. Games like SimCity, World Of
Warcraft and Second Life are some examples.
 Game based learning has been proposed and
implemented at adult level.
 Universities are looking for changing the
environment of lifelong learning.
 Modern technology needs responsibility, creativity,
corporate culture, teamwork and effective
communication as soft skills.
 By playing different roles, students obtain
experience and basic knowledge that are needed.
 Designing serious games, specific to the individual
to gauge his learning.
 Sharing with others so that the scores can be
displayed on the leader boards making it more
competitive.
 Learning by interacting and communicating, rather
than memorizing leading to knowledge acquisition.
 Monitoring the progress and measuring skills that
have been mastered.

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Game based learning and implementation in universities

  • 1. Submitted from: Sarah Anwer 13107
  • 2.  Educational gaming has become one of the most important and significant phenomenon taking on the educational industry.  Games have a number of common characteristics for creating effective learning environments, as given below:  Complex environments for individuals to make problem-solving decisions under difficult circumstances.  Risk taking and experimentation to try out alternative courses of action  Thematic and narrative threads to encourage players to interact with others
  • 3.  Educational games: computer and video games using immersive and engaging experience to target the goals, outcomes and experiences  Online games: games ranging from simple text games to complex and virtual games played by a number of players simultaneously  Serious games: games that educate or train the users and have a primary purpose other than entertainment  Simulations: games that model the real world
  • 4.  Improved learning achievements  Broad cognitive competencies  Embody well-established principles and models of learning  Primary socializations and learning mechanism  Actively engaging and immersive environments  Gaining value from cognitive, motivational, emotional and social video games offers
  • 5.  Student’s Needs: Look at the subject matter and what skills the game promotes.  Resources: Identify the different and numerous resources needed to implement games on an operating system or on a specific device  Scope of the search: Widen the scope of the search as per the defined goals.
  • 6.  Determine Pedagogical Approach (how you believe learning takes place)  Situate the Task in a Model World  Elaborate the Details  Incorporate Underlying Pedagogical Support  Map Learning Activities to Interface Actions  Map Learning Concepts to Interface Objects
  • 7. Implementation Strategies:  Online  Discussion boards: facilitating real-time discussions using tools like Todaysmeet and Padlet so that students are free to make contributions that stay anonymous  Quizzes: Quizzes as a way of interactive narrative can be done in which each question leads to the next an is built upon the answers given. It could include hints as well.
  • 8.  In Class  Jeopardy: constructing a jeopardy-style game for the preparation of mid-terms or review of chapters  Classrooms Response Systems: TopHat and Kahoot are two of the examples that encourage participation and earning points by competition between individuals.
  • 9.  Out of Class  Game based learning environments: includes games such as TriviaCrack or QuizUp, designed for educational purposes.  Game enhanced learning environments: the role of the instructor is to provide example of games related to discipline. Games like SimCity, World Of Warcraft and Second Life are some examples.
  • 10.  Game based learning has been proposed and implemented at adult level.  Universities are looking for changing the environment of lifelong learning.  Modern technology needs responsibility, creativity, corporate culture, teamwork and effective communication as soft skills.  By playing different roles, students obtain experience and basic knowledge that are needed.
  • 11.  Designing serious games, specific to the individual to gauge his learning.  Sharing with others so that the scores can be displayed on the leader boards making it more competitive.  Learning by interacting and communicating, rather than memorizing leading to knowledge acquisition.  Monitoring the progress and measuring skills that have been mastered.