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

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 />

training or infrastructure. Its games are accessed on<br />

the Internet by individual players or teams; the newly<br />

released ENJEUX multiplayer environment (http://<br />

www.savie.ca/enjeux) supports their use <strong>for</strong> multiple<br />

players online at different sites. Per<strong>for</strong>mance <strong>and</strong> research<br />

statistics can be collected <strong>for</strong> each play session.<br />

Although EGC games are based on more traditional<br />

question-<strong>and</strong>-answer exercises, they have<br />

proved very successful in using play <strong>and</strong> competition<br />

to engage learners <strong>from</strong> young children to adults.<br />

EGC games have recently been used <strong>for</strong> several<br />

health-related applications as part of the SAGE <strong>for</strong><br />

Learning research project (http://www.sage<strong>for</strong>learning<br />

.ca) on games <strong>and</strong> simulations <strong>for</strong> learning.<br />

• COTS games in the schools: Commercial off-theshelf<br />

(referred to as COTS) games have being applied<br />

in many learning contexts. In one example, a school<br />

in the US reports using Roller Coaster Tycoon projects<br />

to teach momentum, speed, mass, <strong>and</strong> other concepts<br />

in junior-high physics classes (Kirremuir,<br />

2006a). In another case, SimCity is being used <strong>for</strong> a<br />

complex Grade 6 to 8 project to create <strong>and</strong> manage a<br />

small city’s infrastructure <strong>and</strong> environmental impact<br />

(Kirriemuir, 2006b). In a third example, the <strong>Education</strong><br />

Arcade project at MIT used Civilization III to<br />

teach high school <strong>and</strong> middle school social studies.<br />

The researchers found that students used much more<br />

complex concepts than expected. One student commented,<br />

“What I learned is that you can’t separate<br />

economics <strong>from</strong> politics or geography. What natural<br />

resources I have or where I’m located affects how I<br />

can negotiate with other civilizations.” (Jenkins &<br />

Squire, 2003).<br />

• University, adult <strong>and</strong> professional learning: A project<br />

at Purdue University is building the Critical Mass<br />

video game to teach university chemistry through an<br />

adventure mission that requires solving chemistry<br />

problems (http://web.ics.purdue.edu/~kmartine/).<br />

Virtual-U (http://www.virtual-u.org/) lets players experience<br />

the intricacies of university management.<br />

Public Health Games (http://www.publichealth<br />

games.com/), a centre at the University of Illinois at<br />

Chicago, is creating “state of the art games <strong>for</strong> public<br />

health workers <strong>and</strong> emergency responders <strong>for</strong> a multitude<br />

of catastrophic scenarios,” including an anthrax<br />

attack response simulation. The Objection!<br />

simulation (http://www.objection.com/), customizable<br />

<strong>for</strong> any state’s legal system, is used in US law<br />

schools to teach trial skills <strong>and</strong> is approved <strong>for</strong> continuing<br />

legal education.<br />

• Mobile games: Naismith et al. (2004) use case studies<br />

to review how a number of mobile games implement<br />

current learning theories. One example is Environmental<br />

Detectives (http://education.mit.edu/ar/ed<br />

.html), an augmented reality game, in which Grade 5<br />

to 8 students use a constructivist approach, playing<br />

the role of environmental engineers searching <strong>for</strong><br />

data to solve problems related to a toxic chemical<br />

spill. Simulation events are triggered by real-world<br />

locations as players navigate through a physical space.<br />

Tip<br />

Search the Internet to find examples <strong>for</strong> your discipline.<br />

Some sites to start you off are the FutureLab<br />

showcase (http://www.futurelab.org.uk/showcase<br />

/show.htm), BBC Schools (http://www.bbc.co.uk<br />

/schools/games/), FunBrain.com (http://www.fun<br />

brain.com/), <strong>and</strong> the EDUCAUSE Games <strong>and</strong><br />

Simulations page (http://www.educause.edu/Games<br />

<strong>and</strong>Simulations/11263).<br />

What makes a learning game<br />

effective?<br />

As with other new learning technologies, it is important<br />

to separate hype <strong>from</strong> reality. Not all game-based<br />

learning trials are successful, <strong>for</strong> reasons related to a<br />

game’s design, fit with learning objectives, role within<br />

the larger learning context, technology support, <strong>and</strong><br />

other factors. However, experience <strong>and</strong> research are<br />

developing a growing body of knowledge about features<br />

<strong>and</strong> practices that contribute to game-based learning<br />

success.<br />

GAME DESIGN<br />

Well-designed learning games aim to achieve engagement<br />

levels similar to entertainment games, which keep<br />

players involved <strong>for</strong> many hours of increasingly complex<br />

exploration <strong>and</strong> step-by-step achievement.<br />

Gee (2003, pp. 62–63) argues that “learners must be<br />

enticed to try even if afraid, must be enticed to put in<br />

lots of ef<strong>for</strong>t even if initially not motivated to do so, <strong>and</strong><br />

must achieve some meaningful success when he or she<br />

has expended this ef<strong>for</strong>t”. He suggests that good video<br />

games do this by incorporating the following principles<br />

(pp. 137–138):<br />

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

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