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Games Science for Learning

Using games science to conceptualise, contextualise, and operationalise strategy for enhancing learning engagement, experience and outcomes.
Author: Sylvester Arnab
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Foreword:

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Definition

Games Science for learning is the exploitation of game elements in teaching and learning contexts, taking the essence of what it is that makes games so appealing, decoding the mechanics that makes them work, and then applying these mechanics in activities that motivate and sustain student engagement in a learning process. The application of games science includes serious gaming and gamification.

Headline Summary

The purpose of this strand is to explore techniques in, and the science of, motivating and sustaining engagement within a learning process, with an aim to enhance and personalise learning experiences and improve learning outcomes. The focus on a gamified approach is inspired by the increasing use of games concept, techniques and technology, to inject more fun into everyday contexts and conceptualise serious activities to respond to the motivational model of learners.

Our approach is framed within a pedagogy-driven and user-centred design methodology that maps motivational affordances, psychological outcomes, behavioural outcomes and 21st century learning needs. We will exploit existing techniques, tools and technologies, including games, mobile, pervasive and analytics, that enable personalised, contextualised, and highly engaging learning experiences. This strand is also responding to the evolving needs and expectations of learners driven by the blending of physical and digital learning spaces and the merging of formal and informal learning contexts.

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