posted on 2011-02-23, 12:27authored byAlex Moseley
One of the inherent problems in the use of game-based activities in training and development contexts is the disconnection between the game itself, and the real world context the participants have come to learn about: the games tend to be a means to an end within the confines of the training.
Backgrounded by a long history of games and simulations in areas of education and training, recent work on the way that games can engage learners through the creation of authentic contexts led the author to explore the use of small, low cost games which could quickly create authentic contexts within training and development environments. Three case studies (a simple puzzle, a live activity, and a board game) are provided as exemplars of this approach, presenting a range of possible designs; and their value in overcoming a suggested contextual gap amongst participants is discussed.
Ways to consider and quantify this contextual gap are provided, along with advice for those wishing to create their own games-based approaches.
History
Citation
Proceedings of ECGBL 2010, the 4th European Conference on Games Based Learning, Copenhagen, Denmark, 20-21 October 2010, pp. 270-279
Published in
Proceedings of ECGBL 2010
Publisher
Academic Conferences Limited
isbn
978-1-906638-79-5
Available date
2011-02-23
Publisher version
http://academic-conferences.org/2-proceedings.htm
Notes
This paper was presented at ECGBL 2010, the 4th European Conference on Games Based Learning, Copenhagen, Denmark, 20-21 October 2010 and published in the proceedings. The published version is available at http://academic-conferences.org/2-proceedings.htm.