Professional Documents
Culture Documents
Abudharr Hussain, Sanad Shah, Terry Mincey, Randall Polliard, Joan Miller
Professor Farrington
Introduction
GAME-BASED LEARNING 2
To begin our exploration of game based learning, we must first define what game based
learning is, and what it is not, and understand as instructional designers, both the pros and cons
learning is an increasingly relevant and contemporary topic in the field of instructional design &
technology, as digital technology as a medium for learning and as a method for teaching is
increasingly pervasive across all age groups and educational settings, and is particularly
prevalent and relevant to adult learning environments. Advances in new technology have taken
game-based learning opportunities from rudimentary to highly sophisticated, where today game-
applications and technologies, including but not limited to digital 3-D environments or “Virtual
Worlds”, Alternate Reality Games (ARG’s), Massively Multiplayer Online Role-Playing Games,
and more (Connolly, Stansfield, & Hainey, 2011). It has been shown that on a commercial level
games and simulations can teach civil resource management (SimCity), strengthen critical
thinking (Portal), and enhance spatial development (Minecraft), whereas educational applications
have shown a measured level of success in utilizing game-based learning to guide learners
personnel to understand the language and culture of the countries in which they are being
deployed (Tactical Iraqi) (Connolly, Stansfield, & Hainey, 2011, p.1390). However, “one of the
gravest mistakes training organizations make when they decide to embrace new learning
technologies as a means for strategically “upgrading” their services is to focus to heavily on the
“technologies” and too little on the “learning” (Stolovitch & Keeps, 2011, p. 197). Therefore, the
tension lies in the “how to do it well”, and holds true when considering the incorporation of
are likely unparalleled for providing opportunities for student engagement, motivation, and
authenticity, the use of game-based technologies must first consider sound principles of
instructional design so as not to incorporate game-based learning solutions for the sake of
technology alone, where “examples of this, both live and mediated, are learning games in which
the gaming aspect becomes so dominant that the learning content fades out” (Stolovitch &
Keeps, 2011, p.76). Therefore, in many ways, good instructional design mirrors good game
design, in that it is user-centered and highly focused. Stated another way, novice and expert
instructional designers must always have a keen eye for discrimination, knowing when to use
game based learning, in what situations to apply game based learning, and how best to leverage
game based learning for maximum learner immersion and knowledge retention. Therefore, our
group presentation will be contextualized to our peer-group and learning audience, providing
perspective, helping them to draw on their own prior knowledge related to the subject, as well as
to identify and participate in discussion around the pros and cons of game-based learning as
described within the professional narratives we have found to be most relevant to our chosen
Analysis
Needs Assessment
Instructional designers are tasked with designing for meaningful, engaging and effective learning
sessions that ultimately transform the learner (Stolovitch & Keeps, 2011, p. 13). There are a
variety of traditional, transitional and contemporary models, methods, and modes for delivering
effective and transformative learning experiences, and choosing the best path forward depends
GAME-BASED LEARNING 4
on many variables for consideration, most notably, the learner. Game-based learning is one mode
for learning and instruction that is increasingly alluring to designers, though it cannot be
considered as a one-size fits all approach, and has to be weighted equally to other modes and
the available resources and preparedness of instructors to deliver sound teaching experiences
within the game-based learning format. Not all instructional designers, nor instructors, have an
equal amount of exposure or knowledge to game-based learning, and are therefore not equally
aware of the pros and cons that game-based learning can afford. Beyond level of expertise in
game-based learning applications, each individual who is tasked with designing and/or delivering
game-based learning solutions brings with them their own unique perspectives and operational
settings that effect individual tendencies towards acceptance or resistance to the incorporation of
game-based learning into instructional design and delivery. However, despite any real or
perceived advantages or challenges game-based learning may afford, it is an important topic for
current and future instructional designers to familiarize themselves with, and prepare for.
Though game-based learning is an important topic to the field of Instructional Design &
Technology, there are not currently any MIST courses that specialize in this topic. Yet it is likely
that all students currently enrolled in the MIST program either already have, or will have to
design, implement or assess game-based learning solutions for the target audiences with which
they work due to the fact that all indications are that game-based learning will continue to be an
upward trend in educational settings for the foreseeable future. Therefore, the goal of our group
presentation will be to provide opportunity for our peer cohort to actively engage in the discourse
around game-based learning from the instructional design perspective, to reflect and draw upon
their own experiences with game-based learning, and prepare to activate and expand upon their
GAME-BASED LEARNING 5
knowledge of game-based learning for future consideration and application in and outside of the
MIST program.
Learner Analysis
Designing for our team presentation on the topic of game-based learning began with an
analysis of our target audience of peers enrolled in the MIST program. It is evident that the rich
and varied specializations and experiences of professionals within the field of education are
closely paralleled within the cohort of students currently enrolled in the MIST program. Current
and previous course discussions, introductions, and peer groups have provided evidence for a
variety of cultural and professional backgrounds, with MIST students having identified
themselves to be currently teaching or preparing to teach within a variety of public and private,
as well as adult or childhood educational settings. Additionally, students currently enrolled in the
MIST program, including those within our own group, have shown evidence for an overall level
of familiarity with online learning tools and technologies, including but not limited to
PowerPoint presentations, open-course learning platforms such Moodle, Web 2.0 tools such as
Prezi and SurveyMonkey, and even more technical web-development protocols and tools such as
HTML and Adobe Dreamweaver. To further gauge whether our student cohort also had a level
of familiarity with game-based learning, our group designed and delivered a basic assessment
survey to students currently enrolled in the MIST programs’ Instructional Design course (IST
522). Results indicated that for those who responded, there is at least a basic familiarity with
game-based learning, from both a student and instructor’s point of view. 89% of student
respondents to the survey indicated, for example, that they had at least one experience with
game-based learning as a student, while 88% of respondents indicated having utilized game-
based learning in their classrooms. Additionally, of those students who completed the survey,
GAME-BASED LEARNING 6
game-based learning was identified as a largely positive experience, with an equal 83% of
respondents, indicating that their experience with game-based learning as both a student and as a
teacher were positive. Of important note, when asked the question “As an instructional designer,
how do you feel about game-based learning,” 67% of respondents selected the response “I think
it depends. It can be effective when used in the right manner for the right audience,” whereas
33% of respondents indicated that they found it “more effective than other instructional
methods” when asked the same question. Interestingly, no respondents felt that game based
learning was “less effective than other instructional methods”. (Appendix A).
Context Analysis
The learners for this module will be fellow MIST students who are adult learners enrolled
in an instructional design course, and therefore will be tailored to their instructional design needs
and interests as related to game-based learning. Though games have long been employed in or
for educational purposes, recent advances in technology have given game-based learning a new
boon that instructional designers ought to be knowledgeable about. This module will serve to
provide an introduction to these trends, and engage learners in the pros and cons of game-based
learning, while providing tools and opportunities for engagement and feedback that will allow
learners to further explore this topic as they progress in the MIST program and beyond.
Because students currently enrolled in this section of IST 522 are remote and are
expected to have access to computers and an internet connection, this lesson will take place
online and will be built using the learning management system Moodle. Within the LMS shell
there will be an introductory statement introducing learners to the course, followed by a series of
linked and/or embedded content in PDF and Microsoft Word format and or to a Moodle
shell/Plugin that learners will be asked to progress through during the 20-30-minute course
GAME-BASED LEARNING 7
duration. Because the presentation will be synchronously held to ensure opportunity for open
discussion, students must block time in their schedule, and ensure that they have access to a PDF
reader and Microsoft Word software prior to the start of the presentation.
Content Analysis
Content for this learning module has been selected based on the needs assessment and
learner analysis of our target audience, and follows a user-centered design approach. Upon
completion of this learning module, learners will be able to identify the pros, cons as well as
current trends in game-based learning, from the instructional design perspective, and draw on
their own experiences in order to be able to better identify opportunities and risks in the
application of game-based learning as they move forward in the MIST program and beyond. The
framework for which the presentation and content have been designed is largely based on the
principles of adult learning and user-centered design, in an effort to “train the trainer” (Piskurich,
The tools and resources we will present in this module will include 1) A blank action plan
for student-use throughout the presentation and beyond in their academic and professional
careers; 2) An introductory quiz and a self-assessment questionnaire that will be utilized to gauge
bibliography that will provide an overview and resources for further learning about the pros and
cons of game-based learning and current trends; 4) An embedded link to a zoom meeting that
will be held synchronously to facilitate a short class discussion of the topics covered; and 5) A
Design
Objectives
GAME-BASED LEARNING 8
After attending Team 5’s presentation on game-based learning, MIST522 students will be able to
Terminal Objective: Define game-based learning, identify the pros and cons of game-
based learning from the instructional design perspective, and identify actions that they
can take to apply what they have learned in their professional careers.
Enabling Objective 2: Fill out an action plan for future incorporation of instructionally
environments.
Enabling Objective 3: Identify the pros and cons of game-based learning from an
Agenda
a. 1 minute allotted
iv. Provide an action statement and plan template to engage learners in the
a. 1 minute allotted
GAME-BASED LEARNING 9
III. Self-Assessment:
a. 5 minutes allotted
activity where they are asked to think about and check off boxes that
based learning
IV. Broad Context of Game-Based Learning in the Field of Instructional Design & Education
a. 8 minutes allotted
outline the pros and cons as well as trends related to game-based learning,
V. Group Discussion
a. 8 minutes allotted
i. Students will meet to discuss the pros and cons of game-based learning,
a. 5 minutes allotted
design perspective
GAME-BASED LEARNING 10
a. 2 minutes allotted
ii. Reminder to download the tools (action plan, self-assessment & annotated
bibliography) provided
Presentation Plan
c. This is specifically designed to “explain why learners should learn this and how it
applies to their work, as well as inform learners of what they will be able to do.
Providing an outlet for students to record their own “plan of action” allows adult
context to the real world” and encourage motivation for learners to engage with
the subject on a personal and meaningful level (Stolovitch & Keeps, 2011, p.45,
learners to define what game-based learning is, and is not (Stolovitch & Keeps,
3. Self-Assessment:
this group of learners has valuable prior experiences that are relevant to the topic
and providing each opportunity to participate and contribute (Stolovitch & Keeps,
2011, p.49-69).
Education:
discourse, to narrow or lessen any prerequisite knowledge gaps that may exist,
and to serve as a basis for learner discussion (Stolovitch & Keeps, 2011, p. 45).
5. Group Discussion:
6. Review Quiz:
7. End presentation:
a. A PowerPoint slide with bullets for key takeaways, reminder to download tools
Feedback
a. Feedback: None
questions they got right, and which they did not (with corrected answers
3. Self-Assessment:
good and poorly constructed game-based learning scenarios (Stolovitch & Keeps,
2011, p. 82).
Education:
a. Feedback: None
5. Group Discussion:
a. Feedback: Integrated as-needed into the discussion to keep learners on the target
topic.
GAME-BASED LEARNING 13
6. Review Quiz:
a. Students are asked to correctively identify the pros and cons of game-based
7. End presentation:
References
Connolly, T.M., Stansfield, M. & Hainey, T. (2011). An alternate reality game for language
learning: ARGuing for multilingual motivation. Computers & Education (57)., 1389-
1415
Stolovitch, H.D., & Keeps, E.J. (2002). Telling Ain’t Training: Updated, Expanded, and
Piskurich, G. M. (2015). Rapid instructional design: Learning ID fast and right (3rd ed.).
Appendix A
1. As a student, have you ever had an experience with Game Based Learning (GBL), such as
2. If you did have an experience with Game Based Learning as a student, what was your
reaction?
3. If you are a teacher, have you used Game Based Learning in your classrooms?
GAME-BASED LEARNING 16
6.As an Instructional Designer, what would you like to learn most about Game Based Learning?