2010 ANZ Short List

2010 ANZ Horizon Report Short List pdf

Time-to-Adoption Horizon: One Year or Less

Time-to-Adoption Horizon: Two to Three Years

Time-to-Adoption Horizon: Four to Five Years

Key Trends

Critical Challenges


Game-Based Learning

Time-to-Adoption: Two to Three Years
The interest in game-based learning has accelerated considerably in recent years, driven by clear successes in military and industrial training. The military, in particular, is using games and simulations to refine skills across the range of their training needs, from basic training to field medicine, to IED removal, to advanced operational strategies. Developers and researchers are working in every area of game-based learning, including games that are goal-oriented; social game environments; non-digital games that are easy to construct and play; games developed expressly for education; and commercial games that lend themselves to refining team and group skills. At the low end of game technology, there are literally thousands of ways games can be applied in learning contexts. Role-playing and other forms of simulated experiences have broad applicability across a wide range of disciplines, and are another rich area for exploration.

Relevance for Teaching, Learning & Creative Enquiry

  • Educational games offer opportunities for both discovery-based and goal-oriented learning, and can be very effective ways to develop teambuilding skills.
  • Simulations and role-playing games allow students to re-enact difficult situations to try new responses or pose creative solutions.
  • Educational games can be used to teach cross-curricular concepts that touch on many subjects in an engaging way.

Game-Based Learning in Practice

  • Virtual Battlespace II is a game-based operational simulation environment, developed with the Australian Defense Forces, that is used by militaries all over the world as an operational planning tool: http://www.bisimulations.com
  • Ghosts of a Chance allows visitors to the Smithsonian American Art Museum a chance to decipher codes, follow treasure maps, send text messages, and uncover hidden objects in this multimedia scavenger hunt: http://ghostsofachance.com/
  • World without Oil was a collaborative imagining of the first 32 weeks of a global oil crisis: http://worldwithoutoil.org/
  • Ricardian Explorer is an interactive educational computer game that was designed to simulate the functioning of a simple model of international trade: http://www.wesleyan.edu/re/

For Further Reading

Deep Learning Properties of Good Digital Games: How Far Can They Go?
http://www.jamespaulgee.com/node/37
(James Paul Gee, Arizona State University, January 2009.) This study by noted educational gaming researcher James Paul Gee discusses the merits of good digital games and their design along with the learning that can accompany them.

Moving Learning Games Forward (PDF)
http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf
(E. Klopfer, S. Osterweil and K. Salen , The Education Arcade - MIT, 2009.) This white paper provides an overview of the current state of the field of educational gaming and proposes strategies for those wishing to enter the domain.

Reality is Broken, Game Designers Can Fix It (video)
http://www.avantgame.com/
(Jane McGonigal, Institute for the Future, 2010.) This TED talk advocates incorporating principles of game design into the real world to effect social change.