Wednesday, March 19, 2014

EDUC 639

Game-based Learning


One of the most recent trends in educational technology is game- based learning. This approach involves simulation and gaming tools aimed at accomplishing certain instructional outcomes. My reason for choosing these words is that this educational approach is unusual but interesting. Simulations are said to have been in existence for a long time, and in many forms, including large-scale flight simulators, role-playing simulations in the classroom, computer-delivered simulations, and more recently, high-fidelity simulations that can be delivered through cyberspace (Spector, Merrill, Merrienboer, & Driscoll, 2008). While they may be classified as important instructional and authoring tools, simulations and games also carry certain limitations. First of all, they are both costly and complicated, and that results in slow production and underutilization of the tools. 

Videogame playing is usually done on a cooperative basis, and are an ideal example of simulation. Through video gaming players learn through performance and create identities based on the game systems. However,  while games can be a reasonable subsidiary approach for light matters such as engaging students and encouraging homework, it has not been proven that games are really substantial enough to contribute toward learning (Cavanaugh, 2013).

References
Cavanaugh, S. (February, 2013). Market for ed. games remains difficult to crack, report says. Education Week. Retrieved February 2, 2014, from http://blogs.edweek.org/edweek/marketplacek12/2013/02/post_2.html?qs=educational+technology
Spector, J.M., Merrill, M.D., Van  Merrienboer, J., &  Driscoll, M.P.(2008).  Handbook of research on educational communications and technology. New York, NY: Lawrence Erlbaum Associates.