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Play and Learn

Global Game-based Learning Market to Reach $2.3 Billion by 2017 (#GBL)

August 28, 2013

“Worldwide revenues for Game-based Learning reached $1.5 billion in 2012, according to new research by Ambient Insight called “The 2012-2017 Worldwide Game-based Learning and Simulation-based Markets.” The five-year compound annual growth rate for edugame products is 8.3% and revenues will reach $2.3 billion by 2017.” — Ambient Insight In the press release, Ambient Insight pointed out : Ambient Insight’s… Read More ›

video games vs mooc

Why Games Will Be More Successful in Education than Radio, TV, or MOOCs (#GBL)

by Justin Marquis Ph.D., Radio, TV, computers, video games, the Internet, and MOOCs. As major technological innovations have occurred throughout our history they have been regularly touted as the next great thing in education. Few of them ever actually live up to the hype though, and eventually fade out of education even as their prominence in… Read More ›

Game-Based Learning for Sociology Research Methods

“I felt privileged and flattered to be asked to participate in the ‘Sociology does Apprentice’ style games day. It was a great opportunity to be able to have a real input into University teaching methods and influence new and exciting ways to learn about a topic which could be seen by some students as just… Read More ›

Study Finds Clues on How to Keep Kids Engaged with Educational Games

(Press Release) If you want teams of students to stay engaged while playing educational games, you might want them to switch seats pretty often. That’s one finding from a pilot study that evaluated how well middle school students were able to pay attention to game-based learning tasks. Students at a Raleigh, N.C., middle school were… Read More ›

research report on game based learning design

Research Report on Game-Based Learning in Early Childhood (#GBL)

From MAGICAL  (Making Games in Collaboration for Learning) The use of digital game-based learning for early childhood is growing rapidly with technological enhancement, but without the academic research to determine its effectiveness. Despite the challenges of designing developmentally appropriate games with sound pedagogical bases, games are being published at an unprecedented rate, albeit with little or… Read More ›

Research and Markets: Global Game-based Learning Market 2013 Report

DUBLIN–(BUSINESS WIRE)–June 19, 2013– Research and Markets ( has announced the addition of the “Global Game-based Learning Market 2012-2016” report to their offering. Global Game-Based Learning Market To Grow At A CAGR Of 15.6 Percent Over The Period 2012-2016 TechNavio’s report, the Global Game-based Learning Market 2012-2016, has been prepared based on an in-depth market… Read More ›

Minecraft for learning social studies

The Wonderful World of Humanities in #MineCraft

MIT Technology Review just discussed the phenomenon of Minecraft in this article : More than 22 million people have paid to immigrate to his world and settle there (nearly three times as many as live in the gigantic multiplayer game World of Warcraft), be it on PC, smartphone, or video-game console. Released without backing from… Read More ›

MineCraft for education

What Kind of Pedagogy Are We Really Pushing Forward?

This blog post was written by TeacherGaming’s CEO Santeri Koivisto. @Aalvisto on twitter. Today – the day I’m writing this blog post – is the 13th day of this month (as of Jan.13, 2013) and we already have 60 new schools starting with MinecraftEdu. That makes the fast-growing number of total schools closer and closer… Read More ›

game design

Learning by Designing Games (with useful resources, #GBL)

by Justin Marquis Ph.D., first published on When people think of gamification or game-based learning, they most often envision a classroom with students sitting at computers, playing games. What they never imagine is students in small groups out in the field interviewing people, in the library conducting research, sitting around a table with paper and… Read More ›

Virtual guides: A Hybrid Approach to Immersive Learning

This paper demonstrates the interesting ideas and examples of using virtual guides in immersive learning environment. It was presented at GameTech 2012 along with Cynthia Calongne, D.CS of Colorado Technical University about Virtual Guides blending the need for information with feedback and progress checks as learners perform learning activities within virtual world simulations and serious games.

game based learning

Game-Based Learning (#GBL) and ADHD

From paper : GAME-BASED LEARNING AND ADHD, by Safia Doumani, California State University San Marcos, Spring, 2013 It is a common story: The same child who cannot stay at his desk for more than fifteen minutes at a time is perfectly happy to spend six hours at home mastering his favorite video game. The real problem might not be… Read More ›

MineCraft for education

A Short Introduction to MineCraft Pedagogy

by Santeri Koivisto, (blog: Some thoughts about MinecraftEdu in a classroom) About the author: Santeri Koivisto is one of the creators of MinecraftEdu. He mostly does the boring business stuff in the company, but he’s also a teacher in Finland and an education enthusiast. His thoughts heavily affect the way Minecraft and MinecraftEdu are being… Read More ›

Interactive fiction, text adventure

Digital Game-Based Language Learning with Interactive Fiction (PART 2)

The first post in this series explored how digital games, and how text-based Interactive Fiction in particular, might offer language learners a potentially more engaging and interactive learning experience. Being both a digital game and a form of electronic literature, it encompasses the unique learning and cognitive affordances of both mediums, allowing for deeper interaction… Read More ›

game-based learning

What Do Kids-Turned-Learning-Game-Designers Inspire Us? (#GBL)

Kids need to be content creators instead of just information consumers. This sounds like a cliche – people might think the idea is just a buzzword, not necessarily an urgent matter. However, in the following case, we observe kids in charge of their own project – making a game to join the Healthivore Video Game… Read More ›

Alternate Reality Game (ARG) for K-12

Milton Chen at The George Lucas Educational Foundation talked about “Games and the Common Core: Two Movements That Need Each Other“, a good point is : …we should recognize that the Common Core Standards in language arts and math are outcomes, not subject areas, and that there should be multiple paths to achieving the higher and… Read More ›

metagame, games for change

Creating Values from Play – Tiltfactor

Tiltfactor, the interdisciplinary innovation studio dedicated to designing & studying games for social impact, was founded and is led by Dr. Mary Flanagan. Skilled at designing catchy games that teach people something or create new knowledge, the lab always follows up with rigorous research that proves the approach and creates tangible results. Tiltfactor has created unique game… Read More ›

learning game design

Collaborative LEarning GAme DEsign Environment

When developing Serious Games (SGs) for academic purposes, not only is there a budgetary challenge, but there is also the challenge of integrating enough educational value without sacrificing the fun characteristics. Various participants have to collaborate to balance all the important elements : project manager, cognitive specialist, domain experts, storyboard writer, artistic director, pedagogical expert, programmers…… Read More ›

game-based learning

Debates about Gamification and Game-Based Learning(#GBL) in Education

by Justin Marquis Ph.D., from There is a tendency in life to see things in absolutes. Sensationalist media thrives on the love/hate, friend/enemy, smash hit/trash it dichotomy. The proposition of including games in the classroom at any level is no different. There are those who love the concept and are all in for redesigning… Read More ›

Alternate reality game

17 Things about Alternate Reality Games(#GBL)

from : Motivation in alternate reality gaming environments and implications for learning Alternate Reality Games(ARG) are being used increasingly in Higher Education as a way of providing a stimulating context for student learning. However, several instances have shown that students are not as motivated to take part in this type of active learning activity as might… Read More ›

epistemic game, game-based learning

8 Reasons Why We Should Teach to the Game (#GBL)

from James Paul Gee, David Williamson Shaffer : Looking where the light is bad: Video games and the future of assessment Abstract In the past we have referred to games as good “learning engines.” Here we argue that games are good learning engines because they are first good assessment engines. Games require the kind of thinking that we… Read More ›

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Originally posted on Remixing College English:
photo credit: 2create via photopin cc As mentioned in my last post, I am planning to gamify next Fall’s first-semester FYC course, using Interactive Fiction (IF) and the multiplayer classroom model. The decision to do so came completely independently of a new MOOC that started this past week that…

video game

Research: Playing Video Games Every Day Can Improve Cognitive Performance

Yesterday posted about the research result from Adam Chie-Ming Oei and Michael Donald Patterson (from Nanyang Technological University, Singapore). Published this week in the open access journal PLOS ONE, the research found that playing video games a little bit every day can improve cognitive performance. The research is based on a study conducted by Oei… Read More ›

game-based learning

Interactive Games in Social Science Classroom

Moblab made a persuasive inforgraphic about game-based learning with the result from interview with hundreds of economic professors. Based in Pasadena, CA, MobLab is a venture capital backed startup dedicated to delivering mobile education for interactive games in social science classroom. Led by founders from Caltech, it’s a group of dedicated engineers, academics, designers, and entrepreneurs. With a… Read More ›

games for change

Let the Games Begin to Make A Change

Maybe you already know the non-profit organization “Game for Change”, but, “can games really make changes in our lives and society?” you ask. “9 MINUTES” MOBILE GAME EVALUATION DEMONSTRATES POSITIVE CHANGE FOR PREGNANT WOMEN The game was developed for feature phones commonly used in India and East Africa. Learn more here. 9 Minutes plays out the adventure of… Read More ›

interactive fiction, text adventure

Making Interactive Fictions in Classrooms

Making games in the classroom could be daunting to get started, especially when graphics and interfaces are involved. So creating text adventures (or interactive fictions, IF) is a great start for building the capacity of game design and traditional literacy – reading and writing.  Anastasia Salter of ProfHacker selected some free tools sutiable for classrooms. Make Games in the… Read More ›

adaptive learning

Adaptivity in Learning Games and Simulations (#GBL)

Data-driven adaptivity in learning process is getting attention recently, but adaptivity in learning or entertainment games isn’t a new research interest. One good reading is this paper in IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES: Adaptivity Challenges in Games and Simulations: a Survey. Static game content and its pre-defined variations, based on low-resolution profiles, all… Read More ›

games for change

Games and Learning, Health and Social Impact

The majority of Americans regularly play computer and video games, spending billions of hours deeply immersed in their favorite interactive games. Only a tiny fraction of this time, however, is spent on video games specifically designed for learning, health or social impact. At an August 2012 meeting hosted by the White House Office of Science… Read More ›

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How to design context for learning ? No matter in big or small scale, the design mindset is meaningful for every educator : ” The mission narrative, or context, is developed once the teacher, game designer, and curriculum designer have identified the big ideas, learning goals, and standards for the trimester. All of the content… Read More ›

mobile learning

Tin Can API Tracks Learning in Serious Games

As explained in our previous post, Tin Can API Makes All Learning Experience Trackable. Traditional learning management systems(LMS) are lack of flexibility and data portability, even with social media integration, they are more like old-school-style learning. But nowadays learning opportunities and forms are very diversified, mobile applications, web-based applications, virtual worlds, simulations, learning games, MOOCs, informal learning… Read More ›

game-based learning

Virtual Superheroes: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior

Playing the part of a flying superhero in virtual reality games heightens gamers’ social conscience in the real world, according to a study by a team of psychologists. Wired magazine pointed to an interesting paper published by Stanford University’s Virtual Human Interaction Lab, revealed a growing body of clinical work that demonstrates gaming can have a good influence. This paper is… Read More ›


Developing A Strategy for Game-Based Learning (#GBL)

EDUCAUSE Center for Applied Research (ECAR) had published a paper about GAME-BASED LEARNING: DEVELOPING AN INSTITUTIONAL STRATEGY in last August. As the idea of gamification and game-based learning are gaining awareness in higher education, it provides a useful framework for overall policy consideration. It’s very different to use game thinking in one course and a system implementation. Games… Read More ›

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Originally posted on Text Adventures Blog:
Cross-posted to Gamasutra. This blog post is based on part of my AdventureX talk from December – hopefully a video of that will be available soon. Every couple of weeks, it seems, another games journalist writes an article about how they’ve rediscovered the long lost art of the text…

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Originally posted on ikeane007:
MINECRAFT IN SCHOOLS 1/17/2013 Minecraft in Schools Minecraft within Curriculum for Excellence Game-based learning is still little understood and underutilized within the Scottish Educational system. Minecraft is a sandbox game similar to Lego that allows the user to create a world using blocks. Minecraft is being used in America and around…

game-based learning

Free Resources to Support “Quest to Learn” Model

“What if school engaged students in ways that are exciting, empowering and culturally relevant? What if it became just one part of a community of learning that extends far beyond the classroom walls? What if it equipped students to view the world as a single uninterrupted opportunity to learn?” This is the goal beyond “Quest… Read More ›

video game

What Can “Call of Duty” Teach Our Students?

Frontiers in Educational Psychology is a Specialty Section of the open-access Frontiers in Psychology journal family, supported by the non-profit Frontiers Research Foundation. In this publication, the researches around video gaming and what such games can offer to the field of education were extensively reviewed. Through an examination of the learning mechanisms found in cognitively motivational and… Read More ›

game-based learning

Automating and Humanizing Education for The First Time In History

This post written by Daniel Burrus first appeared on GettingSmart : Automating and Humanizing Education for The First Time In History. While many parents and teachers lament over the amount of time today’s youth spend on video games, the truth is that these high-tech “toys” can be used to revolutionize education and training. Think of it… Read More ›

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The American Library Association endorses video gaming, placing these in a similar class to board games. The association is clear about whether kids should play video games in libraries: ”Video gaming at the library encourages young patrons to interact with diverse peers, share their expertise with others, including adults, and develop new strategies for gaming… Read More ›

game based learning

How To Integrate Video Games In The Classroom

How To Integrate Video Games In The Classroom by Terry Heick was first published on TeachThought. Using video games in a formal learning environment isn’t an entirely natural concept–using them in pursuit of global learning initiatives only adds to the seeming complexity. Judging by the feedback from the presentation TeachThought and Edutopia received during our 2012… Read More ›

game-based learning

40 Game Building Tools and a MAGICAL tool for Learning

We are following the blog of Nicola Whitton, recently she pointed to a resource for building games for education purpose in this port : Tools for game building. The Making Games in Collaboration for Learning (MAGICAL) project, in which we’re a partner, has just released an updated version of its list of game-making environments (pdf). It contains information about nearly… Read More ›

The Safety Part of Game-Based Learning

The Safety Part of Game-Based Learning on SlideShare is from Anne Collier. A brief preso of research-based ideas on safety and citizenship in digital environments and games at school. Another presentation of A fresh look at digital safety, citizenship is the keynote she gave at “Games in Education” in upstate New York, 2012 : Anne Collier is a journalist and… Read More ›

“Tell me and I will forget, show me and I may remember, involve me and I will understand.” -------- Chinese Wisdom "Games are the most elevated form of investigation." -------- Albert Einstein
"I'm calling for investments in educational technology that will help create digital tutors that are as effective as personal tutors, educational software as compelling as the best video game," President Barack Obama said while touring a tech-focused Boston school (year 2011).