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Education for a Digital World Advice, Guidelines and Effective Practice from Around Globe, 2008a

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23 – Computer-Based Games <strong>for</strong> Learning<br />

• education games covering school subjects such as<br />

algebra, history, chemistry, computer software, <strong>and</strong><br />

criminology;<br />

• public policy games designed to educate the public on<br />

citizenship, democratic participation, <strong>and</strong> policy issues,<br />

such as Cyberbudget France on the French national<br />

budget, <strong>and</strong> several US election-related games;<br />

• political <strong>and</strong> social games designed to stimulate discussion<br />

or promote views on world issues (e.g., world<br />

agriculture, drug dealing, human rights);<br />

• health <strong>and</strong> wellness games teaching about health issues<br />

<strong>and</strong> management (e.g., <strong>for</strong> asthma, cancer, heart<br />

health, child predators, <strong>and</strong> self-esteem); <strong>and</strong><br />

• learning applications of commercial games: job simulations<br />

(e.g., emergency room), resource management<br />

(SimCity, Railroad Tycoon), history (e.g., Oregon Trail,<br />

Rise of Nations).<br />

Similarly, simulation applications are many <strong>and</strong> varied,<br />

including:<br />

• business: Computational models that generate business<br />

results <strong>and</strong> provide feedback <strong>for</strong> practising planning<br />

<strong>and</strong> decision-making <strong>for</strong> simulated periods (e.g.,<br />

months, years). Goals are often profit-related. Areas<br />

include strategic management, marketing, finance,<br />

operations, investments; specific industry simulations,<br />

e.g., the Cornell Management Game (http://www.cms<br />

-training.com/);<br />

• public policy: Simulations of government, educational,<br />

or international organizations or scenarios,<br />

e.g., Virtual U university management simulation<br />

(http://www.virtual-u.org/);<br />

• military training: War strategy, equipment, battle,<br />

support scenarios, e.g., America’s Army, a virtual online<br />

army simulation (aimed at recruiting) produced<br />

by the US government (http://www.americasarmy<br />

.com/);<br />

• flight: Simulations of specific aircraft controls, airports,<br />

flight paths, e.g., CAE commercial training simulators<br />

(http://www.cae.com); PC-based flight simulators<br />

(http://www.pcaviator.com or http://www.microsoft<br />

.com/games/flightsimulator/);<br />

• medicine: Physical or computer-based models of<br />

medical processes <strong>and</strong> problems <strong>for</strong> developing <strong>and</strong><br />

testing clinical skills, e.g., patient simulators, surgical<br />

simulators (http://www.msr.org.il/About_MSR/Medical<br />

_Simulation_Equipment/);<br />

• emergency response: Immersive emergency scenarios<br />

<strong>and</strong> environments <strong>for</strong> testing systems <strong>and</strong> decisions,<br />

e.g., Unreal Triage (http://www.ists.dartmouth.edu<br />

/projects/seers/utriage.php); <strong>and</strong><br />

• leadership development: Simulated scenarios <strong>for</strong><br />

practising interpersonal <strong>and</strong> leadership skills, such as<br />

Virtual Leader (http://www.simulearn.net/leadership<br />

training.html), Change Game (http://www.v<strong>and</strong>erbilt<br />

.edu/lead/simulations.html).<br />

For the rest of this chapter, we will be concerned with<br />

games, simulation games <strong>and</strong> game-like simulated environments<br />

that involve play, exploration, <strong>and</strong> problemsolving<br />

but may or may not required explicit scoring<br />

<strong>and</strong> competition. In common with the popular use of<br />

the term, we will use “games” to refer to them collectively.<br />

Training simulations that are specifically oriented<br />

towards technical skills development, e.g., flight simulators<br />

<strong>and</strong> medical patient simulators are beyond the<br />

scope of this discussion.<br />

Computer-based games are played by individuals <strong>and</strong><br />

groups in many configurations. They can be single- or<br />

multi-player, played on a single computer, or multiple<br />

networked machines, in classrooms, or online. H<strong>and</strong>held<br />

games can also support individual learning or collaborative<br />

learning with teams <strong>and</strong> groups, <strong>and</strong><br />

particularly lend themselves to games involving player<br />

movement around physical settings. Internet-based<br />

massively multiplayer online games (MMOGs) attract<br />

thous<strong>and</strong>s of players in complex, evolving interactions<br />

<strong>and</strong> scenarios, including ones created by players themselves.<br />

Computers <strong>and</strong> especially h<strong>and</strong>helds can also be<br />

used to support blended learning situations in which<br />

game play happens through face-to-face interactions<br />

<strong>and</strong> activities rather than on screens.<br />

Example<br />

Second Life is a virtual online world built by its “residents”<br />

<strong>and</strong> populated by their avatars (online characters).<br />

It includes a dedicated campus area where<br />

educators can build <strong>and</strong> offer virtual classes including<br />

simulations. Here learners can “use simulation in a safe<br />

environment to enhance experiential learning, allowing<br />

individuals to practise skills, try new ideas, <strong>and</strong> learn<br />

<strong>from</strong> their mistakes. Students <strong>and</strong> educators can work<br />

together in Second Life <strong>from</strong> anywhere in the world as<br />

part of a globally networked virtual classroom environment.”<br />

(http://secondlife.com/community/education.php)<br />

<strong>Education</strong> <strong>for</strong> a <strong>Digital</strong> <strong>World</strong> 355

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