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One of the interesting thing about looking at using games in education is
learning from the game designers. They know how to keep a player motivated to play the game, and to keep learning the complex rules and possibilities. This is especially noticable in a
MMORPG like World of Warcraft where players
talk about playing the game for 2-3000 hours.
I have a couple of questions that I'd like to explore.
Firstly is there anything that educators can learn from game designers relating to motivation and learning, to feed into designing learning experiences? And
secondly how can games (either out of the box, specifically created or altered for purpose) be used as a valuable part of a course or module?
To begin thinking about the first question, have a look at
Jane McGonigal's talk at the Web 2.0 Summit from 2007. She talks about how, compared to games, reality is 'broken' and she asks how we can
make reality work more like games. Games come with a clear goal and clear pathways to achieving that goal, and they give you good feedback on your actions. Most importantly though, games are designed to make you happy. Some attempts to capture these ideas for non-traditional gaming uses are
Chore Wars (
join my party!),
Seriosity (to help an organisation deal with too much email),
The Nethernet, and
Cruel 2 B Kind.
To help start answering
the second question we could listen to
David Gibson at the recent
Virtual Worlds Best Practices in Education Conference in which he talked about putting together
a synthesis of ideas to help plan, implement and assess serious games. He tries to combine ideas from
Prenky (2001) [EHU Library E-book Link - see page 52 for the list that is mentioned in the talk] about how the new 'Games Generation' thinks differently, with appropriate learning theory, an activity theory framework and Mislevy's assessment model.
If you want to
explore these things further you might also want to look at:
[
Image by
mi2starsfan]
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