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Dianne Rees

3 Barriers to adoption of Serious Games/Immersive Learning Simulations | Kapp Notes - 0 views

  • First, it is important to understand that a game/simulation is not educational just because it is a game/simulation. Instead, a game/simulation is an effective educational tool primarily because of the high level of interactivity and instant feedback. Well designed games/simulations engage the learner in a constant decision making process. The learner is forced to interact and think through the content and then witnesses immediate or near immediate feedback based on his or her actions. So the most critical aspect is not the technology (which is the focus of many when thinking about games/simulations) rather the most critical aspect is the design. The design must be interactive and provide realistic or corrective feedback as the learner progresses and the game/simulation must maintain a balance between anxiety and boredom which is known as the elusive “flow state.”
Dianne Rees

Instructional Design for Beginners - What Motivates People To Learn? | Upside Learning ... - 1 views

  • Eyewitness is an Interactive Situation Simulation Software (ISSS). It aims to educate people about one of the most tragic events in Chinese history — The Nanjing Massacre, when, over the course of 6 weeks, over 300,000 civilians were killed by Japanese troops invading the city.
  • The Crimescene Game teaches interviewing skills in the context of a police investigation. Learners are assigned the task of interviewing a witness to a bank robbery to elicit clues to the identity of the robber. The game provides the learner with choices that affect the course of the game. At any point learners can try to solve the mystery.
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    Includes some game examples
Dianne Rees

eLearn: Feature Article - Game-Based Learning for Health in Denmark - 0 views

  • The game is not linear, but dynamic, meaning that the user is able to begin from different starting points. The game continuously captures and reflects the user's choices and actions while she or he plays.
  • the macro environment is the internet, drawing on its immense resources.
  • Information, challenges, and new tasks can be found around the elements presenting the symptom, where the learner will be provided with knowledge about the external real-world source of the symptom or change. In most cases the learner cannot solve the problem on location and will have to travel the animated body to search for and analyze other symptoms, as well as search for specific information via the Internet or other resources in the platform surrounding the game itself.
  • ...2 more annotations...
  • The important gaming element is that certain tasks must be accomplished, certain roadblocks overcome, and certain knowledge collected to progress and level up.
  • The points of departure might be cases, a crisis, or a lack of knowledge, but also simple curiosity. The narrative discourse will reflect the classic and modern and perhaps even post-modern plot tradition.
Dianne Rees

Game-Based Learning: A workshop to inform educators and engage cont... - 1 views

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    Includes applications to learning in clinical settings
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