Game-based Learning
May 2007
This briefing paper is aimed at policy makers,
senior managers and practitioners who are interested in an overview of
game-based learning and how it may be used to support effective learning
and teaching practice. The paper provides an overview of game-based
learning, including the background, policy perspective and benefits and
challenges. In addition, the paper provides a section outlining the work
that is currently being funded by JISC in support of this area of activity.
The aim of the report is to inform readers about game-based learning and to
assist those interested in finding out more about the area.
Background
Game-based learning (GBL) refers to different kinds of software
applications that use games for learning or educational purposes. Also
termed ‘serious games’, these games applications can include fully
immersive environments (or ‘metaverses’), such as Second Life where 3D
graphics capabilities are providing opportunities for learners to take on
virtual presence in virtual worlds. Equally, simpler games such as quiz
games akin to eassessment tools as embedded in higher and further education
(HE and FE) VLEs are being used, and web-based or Flash animations are
gaining popularity with tutors and learners, particularly for improving
English and Maths or language learning skills. The use of leisure games in
learning is also notable and games such as Brain Trainer promote a blurring
between formal and informal learning, which may have benefits for
supporting learning in HE and FE contexts.
Policy perspective
The increasing importance of GBL has been highlighted recently by Lord
Sainsbury, when he acknowledged the importance of ‘serious games’ to the
productivity and advancement of policy in the UK (Department of Trade and
Industry, 2006). This puts the games industry in general, and ‘serious
games’ in particular, in an important position for innovation within the
public sector.
With an export value worth £488 million in 2003, Lord Sainsbury highlighted
the broadening games market, the introduction of third-generation games
consoles, user-generated content and social interactions as particularly
noteworthy recent developments.
This wide range of different games applications is taking education by
storm. But key questions remain:
-
What do games mean for how learners learn in HE and FE?
-
Will the use of GBL provision change the infrastructural requirements of
tertiary education, and if so how?
-
What provision is needed to meet the required needs of learners?
-
Who are currently using game-based software, alongside popular web-based
services including podcasting, blogging, file sharing and the production
of collaboratively authored content in their everyday life?
There are many questions as yet unanswered in research terms and largely
untested in terms of practice. Work needs to be undertaken therefore to
fill in some of these gaps. The Government is showing some commitment to
this through the facilitation of collaborative working between the
Department of Trade and Industry (DTI), Department for Education and Skills
(DfES) and UK Research Councils.
Serious games services and applications have a role to play in relation to
their potential to provide greater opportunities for personalising learning
experiences (DfES, 2005; HEFCE, 2005). In common with other e-learning
tools and services, serious games may offer more choice for learners.
Furthermore, serious games are becoming part of a landscape that not only
provides unique ways of differentiating learning but also provides
potential for supporting social interactions between learners and tutors.
While game-based software tools and environments may offer the learner an
enriched learning experience in informal learning contexts, the integration
of effective GBL approaches into formal learning contexts provides
interesting challenges as well as benefits for developers, educationalists
and tutors.
Using game-based learning
Game-based learning, if used effectively and in a coherent and relevant
way, can support both the option of more choice for how the learner can
learn (experientially), as well as offering the potential for personalising
the learning experience. In addition it offers a way of integrating a range
of different learning tools (e.g. social software) into a more coherent
view of learning from the learner’s perspective. But this does rely upon
two factors:
-
Readiness of the learner or learner group to adapt to a new learning tool
-
Correct level of institutional support (e.g. technical support,
continuing professional development, allocation of staff time and
resources, curriculum development)
While those institutions already using GBL are satisfied that learning in
this way is effective, outstanding issues concerning the level of support
needed from the institution do present considerable challenges. However, if
the learner group is interested in learning in this way, and if the support
structure at the institutional level is sufficient, then the potential of
GBL to engage and motivate learners is significant.
What are the benefits of game-based learning?
The benefits of effective use of GBL are considerable, but as studies have
shown use is often most effective with particular learners who enjoy
learning with games (de Freitas, 2006; de Freitas et al., 2006) and
therefore its most effective use may need to be differentiated accordingly
to learners’ specific requirements (e.g. according to learning level,
competencies and skills).
-
Motivation is a key aspect of effective learning, but
that motivation needs to be sustained through feedback responses,
reflection and active involvement in order for designed learning to take
place. Game-based learning offers a particular strength of motivating
users and this is why many learning games have been developed for
particular groups that have difficulties with sustaining motivation (e.g.
Skillswise and a modified version of Neverwinter Nights are both designed
to improve literacy and numeracy skills to Level 2)
-
Integrating a range of tools together has been a key
challenge for e-learning, as often tools that have potential uses for
education are not always as easily integrated into institutional systems
such as VLEs. Also, technical constraints (e.g. institutional firewalls
and the graphics capability of available PCs) can often make ready access
to new tools difficult. However, GBL does offer the potential to
integrate different cognitive tools, such as discussion forums, bulletin
boards and concept mapping software. In particular, the use of
multiplayer online games promotes this ‘tie-in’ with other software
tools. In some cases in the USA, games are being used as an interface to
e-learning materials, resources and courses (e.g. Pulse!!!)
-
One of the observations with GBL – and other new collaborative web-based
tools – is that they allow for the spontaneous formation of
social networks. The use of digitally supported learning social
networks has not been a subject of extensive academic consideration, but
there would be potential uses for learning in networked groups (for
distance and online learning) in HE and FE, both in terms of accessing
expertise and in providing extra support ensuring higher course retention
and completion rates
Challenges for using game-based learning
While the demand for GBL is often provided by learner expectation based
upon home use of games (de Freitas, 2006), the challenges of implementing
GBL are significant. Learners are clearly expecting more engaging learning
content as they are used to this at home. But to make GBL more effective in
seminars, it may be more useful not to think of GBL per se, but rather to
think of situations and contexts where it might be most effectively used.
-
To date, GBL has been used in a wide range of disciplinary contexts (e.g.
surgical training, medicine, legal education, science education). But it
is fair to say that uptake of simulation and game-based approaches has
tended to take deepest root in training and vocational areas. This is due
to the experiential and problem-based learning approaches that have been
prime pedagogic drivers – as well as due to the financial investment (and
the requirement of high student numbers) needed to set up systems and
adequate support. However, with the reduction in the associated costs,
increasingly games are being used to support learning in schools and
tertiary educational settings, particularly with an emphasis upon skills
learning and science education
-
It is fair to say that the large budgets needed in the past for effective
use of GBL, and in particular simulations, are less of a driving force
today with the emergence of easily accessible software applications.
Development communities have also been allowed access to the source code,
which in some cases has led to creative re-versioning of commercial
software applications. While cost is still a consideration for
institutions in terms of tutorial time, technical support and licensing
costs, these costs are coming down significantly, and membership of
online gaming communities is in general inexpensive. Pay-per-view style
payment models also are becoming more widespread
JISC’s work in the area
JISC has been actively engaging in these new developments. Part of the work
in the area has been to fund two implementation projects in the Innovation
strand of the e-Learning programme that focus upon wider uptake of game-
and simulation-based technologies. JISC has also produced a report,
Learning in Immersive Worlds, which provides a current detailed review of
activities in GBL in HE and FE.
Projects funded by JISC
Racing Academy
The University of Bath is being funded by JISC to further develop and
implement the use of Racing Academy. The game, developed by Lateral Visions
with Futurelab, is a racing car physics simulation based upon advanced
mathematical techniques. The main challenge to be addressed by the project
centres upon testing whether such a game can adequately support a community
of practice centred upon developing a deeper understanding of physics.
In the first phase of the project, Racing Academy will be integrated more
fully into the science and engineering curriculum, through design
workshops. The second phase of the project will focus upon the evaluation
of the use of the game in practice. The evaluation is being undertaken at
the University of Bath, Department of Mechanical Engineering, Barnfield
Further Education College and Penwith Further Education College.
The main aims of the project are to ascertain whether Racing Academy can
support communities of practice based around serious or educational
discussion and debate of real physics principles. Although Futurelab and
the main partners would like to use the game as a Massively Multiplayer
Online Game (MMOG), currently the prototype has been tested in single
player mode in classroom/computer room settings with limits imposed on
face-to-face communications, using message-board facilities to test and
capture the level at which communities of practice are learning from, and
sharing in, reflections upon learning.
SIMPLE (Simulated Professional Learning)
The Glasgow Graduate School of Law at the University of Strathclyde is
being funded by JISC to further develop and implement its simulation-based
approach to vocational training of legal practitioners and extend it to
other curriculum areas. The Diploma in Legal Practice offered at the
Glasgow Graduate School of Law (GGSL) is a vocationally oriented
postgraduate course. The course aims to introduce learners who have
completed their undergraduate studies in Law to the knowledge, skills,
attitudes and values required to become advocates and solicitors in
Scotland. Following the course, students then enter a two-year traineeship,
on successful completion of which they are deemed ‘fit and proper’ to enter
the legal profession.
The project uses a blended learning solution evolving a traditional
lecture- and tutorial-based course with academic examinations into a highly
interactive and practice-based set of activities supported by online
collaborative assessments. The main focus of the Diploma is the fictional
west coast Scottish provincial town of Ardcalloch. The virtual town of
Ardcalloch includes businesses (including virtual law firms), institutions
and citizens. The town – accessed via the University intranet – allows
learners to take up the role of legal practitioners operating in
Ardcalloch, supported by databases of legal documents and templates, forums
for discussion with tutors, email communications with other firms and
supervisors, and activity and personal logs. In addition to these
resources, learners can also access video course lectures, multimedia,
online drafting tools, notes, documents and assignments through this means.
Tutor-practitioners in seminars, as well as through online support and
communications, support the learners throughout the simulated transactions.
Conclusion
Serious – or educational – games are opening up new potential for learning
in formal situations and in innovative ways. The emergence of GBL is
offering the learning and teaching communities new opportunities to reach
and motivate hard-toengage learner groups, support differentiated and
personalised learning, address vocational and training-based course
materials and provide new tools for teaching basic and key skills, science
and maths education.
The policy perspective over the last few years has increasingly become more
supportive of learning with games and a series of high-profile studies
(e.g. de Freitas, 2006; Sandford et al., 2006) have demonstrated a wide
range of case studies of effective GBL practice.
While the benefits of learning with games have been demonstrated in the
recent studies, the challenges for providing a sufficient level of
institutional support, both technical and pedagogic, are not insignificant,
and the emphasis upon ‘early adopters’ leading the way reflects that of
other areas of e-learning. However, as the recent JISC projects are
demonstrating, game-based and simulation-based learning approaches can
bring learning alive in ways that can inspire and motivate interest for the
subject beyond the end of formal learning and therefore offer new
opportunities for tutors and learners alike.
Clearly, GBL has been effective in these situations and offers a wide
diversity of approaches and tools for tutors to make use of in their
practice. But GBL also offers the learner a chance to become more central
in their own learning through generating their own content, learning
collaboratively in teams and becoming more engaged in the processes of
learning.
Further information and resources
Reports
-
de Freitas, S. (2006) Learning
in immersive worlds. A review of game-based learning
-
de Freitas, S., Savill-Smith, C. and Attewell, J. (2006)
Educational games and simulations: Case Studies from Adult Learning
Practice London: Learning and Skills Research Centre
-
Department for Education and Skills (2005) Harnessing
technology: Transforming learning and children’s services London.
Department of Trade and Industry (2006) Speech by Lord Sainsbury of
Turville, Minister for Science and Innovation (DTI) given at the London
Computer Games Summit at BAFTA on 4 October 2006.
-
Higher Education Funding Council for England (HEFCE) (2005) HEFCE
strategy for e-learning. Bristol: HEFCE.
Sandford, R., Ulicsak, M., Facer, K. and Rudd, T. (2006) Teaching
with Games: Using commercial off-the-shelf computer games in formal
education Bristol: Futurelab
Projects
Websites
Back