What is it?

Game-based Instruction can be a learning strategy that occurs within one class or applied as an instructional learning approach for an entire course. This type of Instruction has specific learning objectives and outcomes that unfold through game play. Instructors plan modules or lessons that provide interaction and competition to engage learners to learn through games. Game-based Instruction can range from paper and pencil games, such as word searches, to role-playing games to multifaceted online video and computer simulations.

An effective game should have three main features. The first is an element of competition – the player can either compete with themselves, the technology or with others. The second is engagement – if a game engages learners, their learning will evolve as the game is played. Third is a form of reward – this can be though scoring or other features that will promote learners to continue playing the game.

Some common games instructors have adapted to suit their teaching objectives are: Jeopardy, Scavenger Hunt and Family Feud.

Purpose: The instructor can choose the game that best suits their teaching objective. For example, using a role-play game for learning offers students the opportunity to collaborate, apply their knowledge and get feedback within a safe environment. Whether face to face or virtual, game-based learning is intended to create a balance between subject matter and game play that results in the player gaining knowledge and the ability to apply what they have learnt in the real world.

Note: Game-based Instruction is sometimes confused with Gamification which is significantly different. The goal for both is to engage students by encouraging specific behaviours and assisting them in keeping track of their own learning. However, with gamification this is done though badges or point systems (leaderboards) or other game-like mechanics. These game mechanics are applied to existing learning activities. For example, badges can be awarded to students who have reached a certain level by submitting extra work, achieving an above average test score, or for participating actively within class discussions. The objective with these mechanisms is to encourage students to engage and be motivated to learn the course material in order to achieve points or badges.

Skills Promoted

  • Analytical reasoning
  • Collaborative learning
  • Critical thinking
  • Problem solving

Who's using it?

SALTISE community members who use this strategy and are willing to share advice and/or resources.

Institution Discipline Instructor Classroom settings

Concordia University

Level: University

Social Sciences - Linguistics

Philippe Caignon

Traditional Classroom
Activity: Family Feud

Classroom size: Varies

View resources used

John Abbott College

Level: College

Physics - Mechanics

Phoebe Jackson

Traditional Classroom
Activity: Forces Scavenger Hunt

Classroom size: 30-40

View resources used

Dawson College

Level: College

Biology - Physiology

Francesca Theriault

Smart room or a room with enough space to physically run around
Activity: Race for the Hat!

Classroom size: 30-40

View resources used

Vanier College

Level: College

Biology - NYA

Edward Awad

Interactive white board (real-time class data analysis)
Activity: Darwin’s Finches

Classroom size: Varies

View resources used

Institution

Concordia University

Level: University

John Abbott College

Level: College

Dawson College

Level: College

Vanier College

Level: College

Discipline

Social Sciences - Linguistics

Physics - Mechanics

Biology - Physiology

Biology - NYA

Instructor

Philippe Caignon

Phoebe Jackson

Francesca Theriault

Edward Awad

Classroom settings

Traditional Classroom
Activity: Family Feud

Classroom size: Varies

View resources used

Traditional Classroom
Activity: Forces Scavenger Hunt

Classroom size: 30-40

View resources used

Smart room or a room with enough space to physically run around
Activity: Race for the Hat!

Classroom size: 30-40

View resources used

Interactive white board (real-time class data analysis)
Activity: Darwin’s Finches

Classroom size: Varies

View resources used

Why use it?

Benefits
Challenges
Benefits

Using game-based instruction can be a great ‘ice-breaker’ to begin the semester and depending on how the game is designed can be used by the instructor to gauge the level of knowledge that students are coming into the course with or identify topics that may require extra attention during the semester. Games can also work very well as an informal method of assessment. Often students become stressed when tested on their knowledge (quizzes, exams). By using a game-like activity instead, students are more likely to open up and participate.

Challenges

Students must be given enough time to complete a game activity and be allowed to undergo several tries through trial and error. For larger classes it can be difficult for the instructor to efficiently manage a large number of groups requiring feedback at once, so it helps to cut down on the requirements of a game. Depending on the structure if a game requires participation some students may be shy to answer questions and class participation may be limited.

Helpful resources

References

Raymond, C. (2010). Do Role‐Playing Simulations Generate Measurable and Meaningful Outcomes? A Simulation’s Effect on Exam Scores and Teaching EvaluationsInternational Studies Perspectives11(1), 51-60.

Cornillie, F., Thorne, S. L., & Desmet, P. (2012). ReCALL special issue: Digital games for language learning: challenges and opportunitiesReCALL: the Journal of EUROCALL24(3), 243.

Papp, T.  A. (2017). Gamification Effects on Motivation and Learning: Application to Primary and College Students. International Journal for Cross-Disciplinary Subjects in Education (IJCDSE), Sept., 8(3).

Subhash, S. & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior V87, Oct, pp 192-206, Elsevier Science Direct

Hung, A., Zarco, E. , Yang, M., Dembicki, D. & Kase, M. (2017) Gamification in the wild: Faculty perspectives on gamifying learning in higher education. Issues and Trends in Educational Technology, 5 (2).

Oxford Analytica (2016). Gamification and the Future of Education. Posted on the World Government Summit website

Dunwill, E. (2016). Beyond K-12: 8 Reasons Why Higher Education Should Adopt Gamification. Emerging Ed Tech website

Tech Tools

Froguts Inc

3rd World Farmer

ChemSense

Kahoot!

50 Great Sites for Serious Educational Games

Video

Reimagining education – Michael Bodekaer | TEDxCERN

Improving Participation and Learning with Gamification – Gabriel Barata, University of Waterloo Stratford School

Gamification and the Future of Education – World Government Summit

Faces of Innovation: Gamified Learning – Lambton College,  gamifying courses on D2L’s Brightspace platform.

To Learn More

For more resources go to Articles and Books