Getting into the game What is game-based learning? “In the Game-based Learning (GBL) model of classroom instruction, students are active and engaged. Well-designed challenges help students collaborate and compete towards a shared goal. The use of technology provides students with individualized and instantaneous feedback, while assisting educators in the complex management of game-based learning environments.” Dr. Larysa Nadolny www.drnadolny.com/game-based-learning.html The role of games today 58% 13 hours 183 million 3 billion hours are spent playing video or computer games every week, globally per week is the average amount of time active US gamers spend gaming active gamers in the US 97% 40% 97% of boys under 18 and 94% of girls under 18 play computer or video games 1 in 4 gamers is over the age of 50—the average age of an adult gamer is 35 years old GAME OVER 40% of gamers are women On average, gamers fail 80% of the time and yet they still find the gaming experience enjoyable. ‘Reality if Broken: Why Games Make Us Better and How They Can Change the World’, Jane McGonigal, Dec 27, 2011. Why implement game-based learning? In educational gaming, the ability to capture immediate data about each student’s performance opens the door to entirely new modes of measuring progress and achievement, in ways that reward and reinforce engagement. By engaging learners with a format that they prefer, educational content can be taken to a new level. ‘Impact of Game Based Learning on Education’, Sidhikka Bajpai, May 20, 2013, www.edtechreview.in/e-learning/339 In her TED talk, “Gaming Can Make a Better World,” author and researcher Jane McGonigal posits that in game worlds people are “motivated to do something that matters, inspired to collaborate, to cooperate.” Video games are interactive and engaging. It’s no wonder they are so pervasive with both children and adults! ‘Gamifying Student Engagement’, Matthew Farber, May 2, 2013, www.edutopia.org/blog/gamifyingstudent-engagement-matthew-farber. In a study at the University of Waterloo, Stratford Campus, student posts increased by 290–938% and there was an 80–248% increase in downloads of slides per lecture. ‘Improving Participation and Learning with Gamification’, Gabriel Barata, University of Waterloo, Stratford Campus, Jan 29, 2014, www.youtube.com/watch?v+dOSf8SeNILQ LeVar Burton of Reading Rainbow said in an interview with ThinkProgress. “It was no secret to us where America’s children were spending their time. … We just went to the point of purchase, where kids were hanging out, and brought them back to the written word. “And we’re doing the same thing now, using the prevailing technology of the day. Then it was TV, now it’s digital media. And we’re using that very important engagement factor to feed them something worthwhile.” ‘No one does literacy quite like LeVar Burton’, Nicole Krueger, June 30, 2014, www.iste.org/explore/ArticleDetail?articleid=88 IMAGE CREDIT: www.readingrainbow.com/press The game-based learning workflow 1 Design your game •Plan your goals, components, and rules, 2 •Give where students need incentives •Keep Change the interaction / break the mold • Give something for “free” • Don’t be afraid of users “failing” 3 Set achievement criteria continuity of your story — give users an overall goal to work towards to move forward and stay interested • the students a platform to build on and use their imagination and communicate these to your users •Predict Build a game narrative or story 4 Create incentives and rewards • Score on a grade or quiz item • Completion of a survey •Badges • Completion of a self-assessment • Bonus marks • Posting in a discussion forum • Additional games to play • Combine items to create variety • Additional interesting content • Access to exclusive discussion •Rewards for completing everything •Videos Get started! Visit www.brightspace.com/services/ game-based-learning to learn more about the Game-Based Learning service offered by D2L Professional Services © 2014 D2L Corporation. The D2L family of companies includes D2L Corporation, D2L Ltd, D2L Australia Pty Ltd, D2L Europe Ltd, D2L Asia Pte Ltd, and D2L Brasil Soluções de Tecnologia para Educação Ltda. All D2L marks are trademarks of D2L Corporation. Please visit D2L.com/trademarks for a list of D2L marks.
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