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page 1 Game Based Learning How to avoid common mistakes CELSTEC Open University of the Netherlands Sebastian Kelle

Overview

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Game Based Learning How to avoid common mistakes CELSTEC Open University of the Netherlands Sebastian Kelle. Overview. Why game based learning The problem of learning game design What can go wrong? Designing games using patterns The trick An example. Game based Learning. - PowerPoint PPT Presentation

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Game Based LearningHow to avoid common mistakes

CELSTEC

Open University of the Netherlands

Sebastian Kelle

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Overview

• Why game based learning

• The problem of learning game design

• What can go wrong?

• Designing games using patterns

• The trick

• An example

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Game based Learning

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The Problems with game based learning

• What works for kids might not work for adults

• Games can obstruct content / technology barrier

• Design is complex: too many factors

• Domain? Can it profit from game? If yes, how?

• Learning context? Formal vs. Informal? What educational level?

• Audience? Preference of game style?

• Authoring needs special skills

• Games can have adverse side effects.

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And what can go wrong?

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How to do it wrong, but as little as possible?

• Design process needs to be structured according to matching game design with educational design.

• Detailed Mapping between pedagogical functions and game design patterns. Game design patterns that fit into this mapping (or combinations of those) be called Game Learning Patterns.

Pedagogical Function

Linkage to educational taxonomies

(Combination of) Game design

patterns matching the educational requirements

Game Element1:m m:n 1..n:1

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Game Learning Pattern

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Educational Functions

• Designs (Heinich): Presentation, Discussion, Tutorial, Drill and practice,…

• Events (Gagne): gaining attention, recall prior learning, present stimulus, giving feedback

• Goals (Robinson): Ownership of learning, Self awareness of representation, embedding in social context

• Activities (Kolb): exploration, observation, conceptualization, experimentation

• Motivational aspects (Keller): Attention, Relevance, Confidence, Satisfaction

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Example of Application Domain

• Domain: Basic Life Support (Reanimation, First Aid)

• Heterogeneous: Age groups, educational background, type of motivation

• Large sample populations

• Artifact: Online Learning Module, with interfaces to facebook, mobile use, AR (constructed tier-wise)

• Game mode includes micro games with different main pattern after each chapter.

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Micro games

• Situation Game: Emergency situation, Make quick action choices, Time-Lock

• Reanimation Game (click on breast of character the correct amount of times, then click on nose for respiration, etc. If done wrong, other player turns blue. Keep colour normal until character reanimates

• Defibrilator Game: Set up defibrilator correctly by clicking on functions in the correct order. Choose right voltage.

• Comparison Game: repeatedly choose the right one of two pictures showing certain reanimation & first aid techniques, vs. other player/s

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Production Design, Situation Game

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Mixed Reality Elements (and more possible problem sources)

Examples:

• Use pressure sensors on person or puppet to practice reanimation (heart massage).

• Virtual Firefight: Locate emergency tools in your workplace (fire extinguisher, axe etc). and fight virtual fire. (e.g. in team, using different devices).

• Augmented Life Action Roleplay, Locate nearest Hospital