A serious game-based learning initiative should forge a link between electronic game industry and academia to make a large scale impact. The “Edutainment” market made its foray in 1990s. Some educators and corporate trainers however, view ‘games in learning’ with trepidation (Zuhal, 2003). In some cases, a game based approach merely changes the presentation style than the pedagogical construct, more in a manner of disguised wrapper; a practice described as ‘chocolate-covered broccoli’(Laurel, 2001).
The critical success factor that can be make game-based learning purposeful and effective is to build them with strong pedagogical structural components. Three elements that play a significant role in game-based learning design are: pedagogical elements, simulation elements and game elements (Clark 2003). Some of the features that should be encompassed by these elements would include: In a growing world that is electronically connected, it would be imperative in future, to take education to participants; than participants to education.
Game based, self paced learning, can promote effective learning in interesting, and engaging ways. The research would explore the myriad approaches that have been taken by academia and industry in embedding game-based methods to serious adaptive learning. The study would enumerate learning principles, methods used, technology deployed, and reported ratings, if any. The literature survey would cover the best practices adopted by practitioners, and their relevance across a spectrum of learning needs – cognitive, technical and behavioural skills, social, and the domain context.
Factors such as reusability, scalability, portability of the surveyed methods in different cultural context, would be analyzed and reported. The study would culminate with a recommended framework that could be utilized to design and
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