0% found this document useful (0 votes)
31 views

Advantages and Disadvantages of Using Games For Learning: by Patrick Walsh

This document discusses the advantages and disadvantages of using games for learning. Some key advantages are that games can engage learners through experiential learning. Games also promote interaction and understanding between learners. Game design can influence instructional design by analyzing perspective, narrative, and interactivity. However, games may also present developmental challenges for learners if not designed correctly.

Uploaded by

api-266904672
Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
31 views

Advantages and Disadvantages of Using Games For Learning: by Patrick Walsh

This document discusses the advantages and disadvantages of using games for learning. Some key advantages are that games can engage learners through experiential learning. Games also promote interaction and understanding between learners. Game design can influence instructional design by analyzing perspective, narrative, and interactivity. However, games may also present developmental challenges for learners if not designed correctly.

Uploaded by

api-266904672
Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 7

Advantages and

Disadvantages of Using
Games for Learning
By Patrick Walsh

Advantages
Using games in the classroom lends itself to engaging
the learners as well as creates an environment of
experiential learning.
The interaction in these games creates a better
understanding for the learners in regards to information,
tools, materials, and even the other learners.

Creates an Engaged Learning Design

How Game Design can Influence


Instructional Design
Analyzes the current movement toward using games and
game design to enhance teaching and learning
Creates an environment that can analyze the
perspective, narrative, and interactivity of the learners
amongst one another
Perspective
Broad view vs. One persons view

Narrative
Ex: Quest Atlantis framework of teaching through a storyline

Interactivity
Learners participating together in a game to promote their
learning

Perspective
Types of Perspectives:
Early game design consisted of Orthographic View
One Frame (ex: Pac man, asteroids, etc.)

Moving into the game


There are side-scrollers which means that there is space outside
of the visible window

Isometric View: 2 Dimensional


First Person Point-of-View
Third Person Point-of-View

Relevance for Education


Moving the learner into the material
Project/ Problem based learning

Narrative
Creates a cognitive framework for problem-solving
Back story
Scenarios
spatial vs. linear

Relevance for Learning


Problem / Project / Case based learning
Plausibility is essential
fantasy sustained if plausibility is maintained

Interactivity

A game is a series of interesting choices Sid Meier


Choices promotes the following:
An engaged learner
Critical thinking
Motivation to learn

Disadvantages

Creates a series of developmental challenges for the


learners
Game culture and play could be a disadvantage to the
learner if not designed correctly

You might also like