Part 3: Invitation

Inviting organisations, systems or workplaces to meet, respond & adopt the challenge of game-based learning.

2017

Collaboration and Competition: An invitation to hold a school wide team based serious game design competition

I would like to invite the staff and students of my K-6 Primary School to participate in a school wide team based serious game design competition. The following proposal will explain both the purpose and method of such an endeavor. The landscape of education has changed. It has come from …

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Game-Based Learning Programs @ the Library: An Invitation to Public Libraries to Foster Community Involvement, Connection, and Acceptance through Video Game Play and Discussion

Many of today’s public libraries are struggling to stay relevant in an age of ubiquitous online information. Libraries offer a “third space” (i.e. not home or school) that is free to use, unbiased, and not for profit (Adams, 2007), and they should work creatively and cleverly to take the best …

Click here to read Game-Based Learning Programs @ the Library: An Invitation to Public Libraries to Foster Community Involvement, Connection, and Acceptance through Video Game Play and Discussion

Gaming for good: Gamifying Waste Minimisation

‘To become the most liveable city in the world, Auckland will aim for the long-term aspiration goal of Zero Waste by 2050’ (Auckand Council, 2012). Auckland Council (Council) wants to become Zero Waste by 2050. This is no easy task when you consider the following statistics: Auckland sends over 1.174 million …

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Game On! Teen tech tutors game to digitally enhance and enrich senior’s online learning landscape.

Game On! Teen tech tutors game to digitally enhance and enrich senior’s online learning landscape.Branch Public Library (BPL)’s senior patrons are inquiring about one-on-one computer tutoring sessions in record numbers. However, staff turnover and understaffing has curbed BPL’s ability to meet this need. It is timely to look for new solutions to addressing the digital divide, and growing smartphone divide, in this community. …

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Guilt free Gaming: Are you ready to adopt game based learning in your classroom?

GBL is where game play is used with the intention of teaching you how to do something. As students are playing, they are learning without really thinking about it, therefore retaining the information for use in real world situations (Hexter, 2017a). 21st century skills can’t be learnt by rote, a …

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Have Games Will Travel: An Invitation to Primary and Secondary teachers to participate in a series of workshops to collaborate and explore the development of game creation in the classroom

Have Games Will Travel - Exploring Tools for Game Development in the ClassroomVideo games are often undervalued in an Educational setting, possibly due to the complex unique, interactive medium they pose and the requirement that to fully understand a game, the user must experience the gameplay firsthand. (Hergenrader, 2016, p. 32). In contrast, the attraction of games is undeniable to most young people …

Click here to read Have Games Will Travel: An Invitation to Primary and Secondary teachers to participate in a series of workshops to collaborate and explore the development of game creation in the classroom.

Motivating Job Seekers in the Library: Gamifying the Job Hunt

Moreland Libraries, consider this your official invitation into the gamified world. This invitation asks for your work, your investment, and your bravery to tackle something new. It may be intimidating. However, if you can overlook the intimidation factor, the work ahead of you, and the fear of the unknown, this …

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2016

Collaborative All Together Gaming

Click here to read Collaborative All Together GamingOur current generation of students are fundamentally different from former generations, due to their comfort with information communication technology (ICT), multi-tasking, graphical, on-demand, and active media consumption (Prensky, 2001). Referred to as “digital natives”, they have never experienced a world without ICT (Prensky, 2001). It is suggested that these students …

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COTS Games: what and how they can teach – and how to test it

COTS Games: what and how they can teach – and how to test itA great deal has been said on the power and potential of Digital Game Based Learning (DGBL) and how itcan be effective for children. Some have evoked case studies and research to show evidence of learning outcomes (Tuzun, et al, 2008), whilst others turn to pedagogy and psychology to unlock …

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Game-Based Learning for Medical Staff Development

Click here to read Game-Based Learning for Medical Staff DevelopmentEvidence-based practice is the foundation of medicine in Australia and doctors must work in an evidence-based way to ensure the best patient outcomes (Hoffmann, Montori, & Del Mar, 2014). There is great potential to utilise game-based learning (GBL) to support doctors in the acquisition of the skills required for evidence-based …

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Makerspaces, Training, and Engagement: Using Digital Games Both to Encourage Engagement in University Makerspaces and as a Framework to Drive Student Learning

Click here to read Makerspaces, Training, and Engagement: Using Digital Games Both to Encourage Engagement in University Makerspaces and as a Framework to Drive Student LearniThe University Makerspace Network (UMN) at my home institution has a problem. Currently, the UMN has a small number of users who invest the time to learn and fully exploit the tools and technology available. This problem can be traced to two root causes: lack of engagement and an unclear …

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The puzzle: It’s not about the pieces but how they work together
Click here to read The puzzle: It’s not about the pieces but how they work togetherThe Trade College is invited to promote understanding, motivate, reward and engage students on the journey to completing their QCE, gaining and completing an apprenticeship and developing the employability skills required to be successful, through the design and implementation of a gamified course. Gamification is the use of game elements … Click here to read The puzzle: It’s not about the pieces but how they work together

2015

Adopting a GBL approach enhances student experience of the Building Learning Power program

Adopting a GBL approach enhances student experience of the Building Learning Power programIn accepting this invitation you will be allowing students to experience the benefits of game based learning. They will also ‘flex’ their ‘learning muscles’ when Building Learning Power (BLP). What is game based learning (GBL) and why should it be used will be explained and supported by influential GBL advocates …

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Gamification – a case study

Gamification – a case study by Kelly BlackwellThis chapter looks at how structural gamification of a specific unit within a larger course can be utilised to improve student learning and motivation in a unit that has school-wide implications. Introduction. Pakistan Day is an annual event at International School of Islamabad (ISOI), where the school celebrates our host …

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Meeting the challenge of effective digital citizenship programs through game based learning and self-assessment

Meeting the challenge of effective digital citizenship programs though game based learning and self-assessmentResearchers in education commonly explore the connection between a skill that must be taught, and the best way to teach it. In this case, the aim is to illuminate the intersection between game based learning, digital citizenship and self-assessment. If games are so critical to the skills of a 21st …

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Student Engagement through Game Based Learning: Promoting the inclusion of Game Based Learning in a 5/6 Classroom

Student Engagement through Game Based Learning: Promoting the inclusion of Game Based Learning in a 5/6 ClassroomStudents today are at the forefront of digital technologies, using them every day for either education or entertainment purposes. They are becoming disengaged in traditional pen and paper learning in the classroom and it is time that the education system is changed to cater for these 21st century learners. ‘The …

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Using digital game based learning within business faculties to develop work-place readiness

Using digital game based learning within business faculties to develop work-place readinessIt is commonly acknowledged that universities face uncertain times. Increased competition means faculties must now market the promise of employment to their potential students. Technology allowing study to occur ‘anytime and anywhere’ has resulted in increased percentages of online students. At the same time, academic rigour, theory and research must …

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VET trade training: Prepare to be simulated

VET trade training: Prepare to be simulatedGames Based Learning (GBL) is not a new concept and should be treated as part of training delivery in the digital age (Spector, Ifenthaler, Kinshuk & Isaiasl, 2010). The use of serious digital GBL (SDGBL) to support students is still considered unusual for the Vocational Education and Training (VET) sector …

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Why use DGBL in the Primary Curriculum?

Why use DGBL in the Primary Curriculum?Playing games, living in imaginary worlds and role play are all part of growing up when in a primary classroom and on the playground. In an education system that was founded in, and on, industrial revolution principles, how will teachers utilise these learning principles to develop Digital Game Based Learning …

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Master of Education (Knowledge Networks and Digital Innovation) developed by the
School of Information StudiesCharles Sturt University, 2017.
Charles Sturt University
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