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Essay / Game-Based Learning (GBL) Tools - 1410
The ideal of interactive, highly engaging training and teaching is an old one. A Chinese proverb says: “Tell me, and I will forget.” Show me, and maybe I'll remember. Involve me, and I will understand. However, the gap continues to widen between outdated, passive training methods and a workforce that leads an increasingly interactive, multimedia and user-controlled lifestyle. Game-based learning tools to bridge this gap bring the promise of much more productive and engaged students and workers who embrace learning. There are two approaches to games and learning, namely game-based learning (GBL) and gamification. GBL, also called “Serious Games”, are computer or video games designed for a primary purpose (education or problem solving) other than entertainment. This involves the use of simulations to support teaching and learning. Game simulation is an interactive learning environment that allows you to face authentic situations that faithfully imitate reality. According to Kip Kelly (2013), “serious games can allow players to take what they have learned in an L&D [learning and development] experience and apply it in a safe simulated environment. For example, healthcare professionals can practice a new medical procedure using a serious simulation game before introducing it to the workplace. Several studies have been conducted on learning and serious gaming, for example, a recent Office of Naval Research study found that video game players performed ten to twenty percent better in terms of perceptual abilities and cognitive skills than non-gamers, and that video games helped adults process information more quickly (Steinberg, 2012). Another study by the Federation of American Scientists found that students value...... middle of paper ...... student motivation and attention and specifically, games can become a facilitator for independent study and research; When students enjoy a specific area of a game, they are more likely to research it online, read a book about it, or watch a documentary about it (Rapini, Sarina 2012). Research has shown that gaming, in the right context, can be just as, if not more, effective than traditional online learning. It improves problem solving, creativity, risk assessment and risk taking. The game also supports BF Skinner's behavioral theory: this behavior is a function of its consequences. Just like in real life, when most people experience a negative consequence from something they do, they don't do it again. In video games, it's the same concept: you go through this particular door, you fall down an elevator shaft and you lose the game... are you going to do that again? Probably not.