Game-based learning can be defined as a comprehensive learning experience where students engage in iterative cycles of assessment and feedback through the use of game mechanics. With our without the use of technology, GBL requires a new way of thinking about curriculum design and the role of the teacher. Game-based learning is a designed experience, whether an original creative endeavor as in the courses from Lee’s Sheldon’s book The Multiplayer Classroom or a semester situated around a commercial digital environment like Fantasy Geopolitics.
Games are a great way to increase the engagement and motivation of students, but the entire "gaming ecology" created the greatest impacts on learning. Consider the following in your own game-based learning endeavors:
- CI/HCI 510: Foundations of Game-based Learning (Iowa State University)
- CI 202: Digital Learning in the Secondary Classroom (Iowa State University)
- HDFS 183: Personal Finance in Early Adulthood (Iowa State University)
- Nadolny, L. & Halabi, A. (2016). Student participation and achievement in a large lecture course designed with game-based learning. Simulation & Gaming, 47(1), 51-72.
- Hutchison, A., Nadolny, L., & Estapa, A. (2015). Using coding apps to support literacy instruction and develop coding literacy. The Reading Teacher, 69(5), 493-503.
- Alaswad, Z. & Nadolny, L. (2015). Designing for game-based learning: The effective integration of technology to support learning. Journal of Educational Technology Systems, 43(4), 389-402.