KAM VI Breadth
Video game-based learning
can be as rigorous, and more effective, than traditional learning because
many of the components that make a good video game are the same components
that underlay any successful learning experience. This KAM examines several
components of theory and practice related to learning in a video game-based
environment. Good video games provide an interactive learning environment
where content is presented in effective context, where learners engage
actively in a process of learning discovery and progress on to more complex
activities and learning situations as their abilities and learning
experience increases. Attracting players through fun and challenge, good
video games provide a high level of engagement, which motivates the player
to work hard, practice, and seek out learning experiences.
KAM VI Depth
As a further deepening of
understanding Game-Based Learning, this work provides an analysis of the
design, and results of research related to video game-based learning
theories. Within this paper, business games and game genres are examined
for similarities and differences. The use of games as a way to effectively
to teach business concepts is several decades old. In particular, as
technology improves, business simulation games, are increasingly being used
as an instructional methodology in the business programs at schools and
colleges.
KAM VI Application
A research study was
undertaken at DeVry
University in Washington D.C. to examine the effectiveness of adding a
simulation game as a supplement to an Introduction to Business and
Technology course. Approximately one-fifth of students participated in
the game playing, drawn randomly across courses and instructors. This
group of students produced scores significantly higher than the scores
produced by the control group, indicating they developed a more thorough
knowledge and understanding of the introductory business facts, practices,
and concepts covered in the class and textbook. The use of the
simulation game Industry Giant II can therefore be considered an appropriate
and effective learning tool as a supplement for beginning business
instruction, supporting the initial hypothesis that such games would be
effective for introductory supplementation. |