Trends and Issues in Educational Games and Simulations

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The current theory indicates and the latest research strongly supports the assertion that games and simulation can be both motivational and instructional. However, gamification and simulation technology is changing faster than we can keep up with it. The future of game and simulation-based learning is right on our doorstep, and if we want to ride the wave of technology, good preparation is half the battle. This chapter will offer some online readings about the current trends and issues on gamification and simulations-based learning.

Outcomes

After completing this module, students will be able to:

  • Identify at least three trends in game/gamification/simulation-based learning
  • identify at least three challenges of game/gamification/simulation-based learning

Selected Readings

Required

  • Perrotta, C., Featherstone, G., Aston, H. and Houghton, E. (2013). Game-based learning: Latest evidence and future directions (NFER Research Programme: Innovation in Education). Slough: NFER.  Click to download the PDF:
    Game-based Learning paper
  • Damassa, D., Sitko, T. (2010). Simulation Technologies in Higher Education: Uses, Trends, and Implications, EDUCAUSE, Center for Applied Research, click to download the PDF: Simulation Trends paper
  • Game-based Learning Trends. Retrieved on March 29, 2021.

Recommended:

  • None

“To Do” List

Discussions

Trends, Issues, and Challenges

After reviewing the trends and current issues of game and simulation-based learning, which trend(s) affect your teaching/training the most? Why? If you see challenges, how do you tackle them? If you are not teaching, which trend(s) do you think is the most profound in the education/training setting? Why?

Make your initial posts before 11:59 p.m. U.S. EST/EDT on Day 5 of this module. After making your initial postings, review at least two of your classmates’ postings and reply to their threads.Complete your replies before 11:59 p.m. U.S. EST/EDT on the next Monday.

Discussion postings should always be thoughtful and courteous and include some references or direct evidence from the module’s content, readings, or assignments to support your statements. In order to ensure that postings are appropriate in length and substance, please limit your initial postings to 100 – 200 words and each of your responses to 25 – 50 words.

Project

Continue working on Project, Part 4: Utilize Resources

Please read the Project: Educational Game in the Classroom page for details about this assignment. 

Due Dates

To guide you through the whole process, six parts aligned with the ASSURE model are created. The due date for each part is listed below.

  • Project, Part 4: Utilize Resources (Due on the 1st day of Module 14)
  • Project, Part 5: Require Learner Participation (Due on the 1st day of Module 15)
  • Project, Part 6: Evaluate and Revise (Due on the 1st Monday after Module 15)
    You can view the exact due dates on the Course Schedule page.