Game Based Learning: Why Does it Work?

Forty years of research[i] says yes, games are effective learning tools. People learn from games, and they will learn more from a game than from other forms of learning.[ii] However, most people don’t get whygames work, which causes them to dismiss games as frivolous.

How to Describe the “Fun” in Games

If you want to defend games as a laudable learning strategy, you need to be able to explain how the fun of games links to the essentials of effective learning design. Let’s start with the fun. Fun can be:

  • Winning!  Most of us like to win at things even though some of us might say we don’t like competition. Games don’t necessarily have to be competitive. Games can be cooperative or competitive. Cooperation can still lead to a “win” state in a game if you beat the game or achieve the game goal.
  • Triumphing. Triumphing might mean vanquishing an opponent or it could mean mastering something really, really hard (such as a level in a game or an in-game challenge). People love triumphs and the sense of emerging victorious over a human opponent or opposition of any type.
  • Collaborating. Lots of folks enjoy the opportunity to work with others. Think of times you’ve played a game as a team – and the enjoyment you got out of working together as a team toward the game goal.
  • Exploring and Building. How many of us got a kick out of checking out all the rooms in Clue as kids and making suggestions? What about participating in a scavenger hunt? Millions of players enjoy the online game, Civilization, and the ability to explore new territories and build cities. Not convinced? How about all the people who enjoy wandering around the New York Metropolitan Museum of Art or any other museum. It’s a love of exploring that makes these visits enjoyable.
  • Collecting. Ever play Pac Man? As your expertise in the game built, you collected more and more achievements. If you play Backgammon, you collect your opponent’s markers. Lots of card games allow you to collect cards (Rummy, Canasta). Many folks make hobbies out of collecting memorabilia. Lots of people find collecting fun.
  • Problem solving or strategizing. Crossword puzzles, word searches, and strategy games are popular because people like to solve problems and they like to formulate strategies that can help them build things, achieve, collect, triumph, etc.
  • Role-playing or imagining. Getting to be someone or something you’re not in the real world is fun for many people. It’s also a very safe way to try on new behaviors.
  • Surprise.  Lots of us enjoy the element of surprise or the unexpected. Often the biggest fun is in initiating the surprise, not receiving the surprise.

How to Describe the Essential Elements of Learning

Now, let’s identify essential elements[iii]  needed for learning to happen.  To learn, we need:

  • Motivation. People have to have some motivation to learn: either a desire to learn or a compelling need to learn (e.g. I cannot perform my job unless I learn how to do X. If I cannot do my job, I will get fired.)
  • Relevant practice. For maximum learning effect, practice needs to be contextual – mirroring the situation where the learning will be applied as closely as possible.  (e.g. if you want a person to learn how to drive, you put them in a car on the road, not in a classroom with a written test.)
  • Specific, timely feedback that reinforces that we’re doing well or gives us clear feedback on where we are performing poorly.
  • The ability to retrieve what we’ve learned when we need it. Our ability to retrieve skill or knowledge depends on how much of #2 and #3[iv] we got as well as on how much repetition we got when learning.(v)

How to Map the Fun to the Learning

Finally, let’s map the fun in games to elements needed for learning to occur:

Learning Element:
Game elements that meet these needs:
Motivation: to start, to keep going, and to remember.1) Game Goals: Games tend to have clear, well-defined goals for success. Decades of psychology research show us that most of us are goal-oriented and tend to perform better when we have goals to achieve.

 

2) PBL’s – Points, Badges, and Leaderboards: PBLs are very common in online games. All three are used because they are highly motivating to players who will play to earn points, collect achievements (aka badges) and obtain top positions on leaderboards.  Leaderboards and badges both also represent a type of recognition of achievement. Recognition is a common motivator for people.

3) Levels: The ability to master things or triumph over things is another common motivator. Levels provide people with the motivation to keep playing. Think of levels as mini-goals toward the overarching game goal, which often cannot be accomplished until you’ve mastered all levels in a game. To advance within a higher level, you have to recall what you learned in a previous level and use it.

4) Flow: In a great game, time seems to either stand still (no awareness of it passing) or it goes incredibly fast. This flow occurs when we get immersed in problem-solving or strategy or simply the desire to win. We keep playing because its fun; the more we play, the more we learn from playing.

5) Fun: It is fun to problem-solve, strategize, collaborate, etc. People find all of these things motivating.

Relevant practiceFun factors in here, too, as problem-solving, strategizing, mastering things, etc. all can tie into providing relevant practice. Also, learning games tend to be designed in context.

 

In a simulation, for example, the simulation is set up to mimic the real-world or real-world challenges. This provides relevance. In a quiz-style games such as Knowledge Guru, relevance can be mirrored via scenarios that match those the learner will encounter in the job.

Game rules and game resources can also be designed to mimic real-world constraints. Rules can affect order of play, how you acquire or lose resources, how you influence the circumstances of others, etc. In a game, the entire “play” is practice. In traditional training, there is often a ton of “tell” before you get to any “do.”

Specific, timely feedback that is continuousGames offer continual, immediate feedback. Good performances get rewarded with increasing points, escalating achievements, or advancements to new levels. Poor performance typically results in the opposite and causes the player to immediately adjust behavior to try to improve.

 

The “turn” nature of games ensures lots of opportunities to adjust and recalibrate to refine performance.Traditional training doesn’t come close to a game environment for feedback.

Ability to retrieve what we need when we need itGames are often repetitive in nature and repetition cements memory. Repetition builds mastery. In games, we often repeat the same sequence of steps over and over, with the level of difficulty escalating as we progress in the game.

 

We can also replicate real-world context without real-world risk. This replication gives us context, and context makes it easier to retrieve information later.

Citations

[i] Van Eck, Richard (2006). Digital Game-Based Learning, EduCause, Vol 41, No. 2: http://www.educause.edu/ero/article/digital-game-based-learning-its-not-just-digital-natives-who-are-restless

[ii] Kapp, Karl (2012). The Gamification of Learning: What Research Says About Simulations and Serious Games. Keynote address for The Medical Device and Diagnostic Trainers Summit, Princeton, NJ http://www.slideshare.net/kkapp/spbt-kapp-keynote2012

[iii] Gagne, R. and Driscoll, M (1988) Essentials of Learning for Instruction (2nd ed), Prentice Hall.

[iv] Clark, Ruth and Mayer, Richard (2003). eLearning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning, Pfeiifer,.

转载于:https://www.cnblogs.com/dhcn/p/11263552.html

在探索智慧旅游的新纪元中,一个集科技、创新与服务于一体的整体解决方案正悄然改变着我们的旅行方式。智慧旅游,作为智慧城市的重要分支,旨在通过新一代信息技术,如云计算、大数据、物联网等,为游客、旅游企业及政府部门提供无缝对接、高效互动的旅游体验与管理模式。这一方案不仅重新定义了旅游行业的服务标准,更开启了旅游业数字化转型的新篇章。 智慧旅游的核心在于“以人为本”,它不仅仅关注技术的革新,更注重游客体验的提升。从游前的行程规划、信息查询,到游中的智能导航、个性化导览,再到游后的心情分享、服务评价,智慧旅游通过构建“一云多屏”的服务平台,让游客在旅游的全过程中都能享受到便捷、个性化的服务。例如,游客可以通过手机APP轻松定制专属行程,利用智能语音导览深入了解景点背后的故事,甚至通过三维GIS地图实现虚拟漫游,提前感受目的地的魅力。这些创新服务不仅增强了游客的参与感和满意度,也让旅游变得更加智能化、趣味化。 此外,智慧旅游还为旅游企业和政府部门带来了前所未有的管理变革。通过大数据分析,旅游企业能够精准把握市场动态,实现旅游产品的精准营销和个性化推荐,从而提升市场竞争力。而政府部门则能利用智慧旅游平台实现对旅游资源的科学规划和精细管理,提高监管效率和质量。例如,通过实时监控和数据分析,政府可以迅速应对旅游高峰期的客流压力,有效预防景区超载,保障游客安全。同时,智慧旅游还促进了跨行业、跨部门的数据共享与协同合作,为旅游业的可持续发展奠定了坚实基础。总之,智慧旅游以其独特的魅力和无限潜力,正引领着旅游业迈向一个更加智慧、便捷、高效的新时代。
内容概要:本文详细介绍了大模型的发展现状与未来趋势,尤其聚焦于DeepSeek这一创新应用。文章首先回顾了人工智能的定义、分类及其发展历程,指出从摩尔定律到知识密度提升的转变,强调了大模型知识密度的重要性。随后,文章深入探讨了DeepSeek的发展路径及其核心价值,包括其推理模型、思维链技术的应用及局限性。此外,文章展示了DeepSeek在多个行业的应用场景,如智能客服、医疗、金融等,并分析了DeepSeek如何赋能个人发展,具体体现在公文写作、文档处理、知识搜索、论文写作等方面。最后,文章展望了大模型的发展趋势,如通用大模型与垂域大模型的协同发展,以及本地部署小模型成为主流应用渠道的趋势。 适合人群:对人工智能和大模型技术感兴趣的从业者、研究人员及希望利用DeepSeek提升工作效率的个人用户。 使用场景及目标:①了解大模型技术的最新进展和发展趋势;②掌握DeepSeek在不同领域的具体应用场景和操作方法;③学习如何通过DeepSeek提升个人在公文写作、文档处理、知识搜索、论文写作等方面的工作效率;④探索大模型在特定行业的应用潜力,如医疗、金融等领域。 其他说明:本文不仅提供了理论知识,还结合实际案例,详细介绍了DeepSeek在各个场景下的应用方式,帮助读者更好地理解和应用大模型技术。同时,文章也指出了当前大模型技术面临的挑战,如模型的局限性和数据安全问题,鼓励读者关注技术的持续改进和发展。
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值