Game Based and Adaptive Learning Strategies
Carrie Lewis Miller, Mankato, MN
Odbayar Batsaikhan, Mankato, MN
Elizabeth Pluskwik, Mankato, MN
Copyright Year: 2022
Publisher: Minnesota State Colleges and Universities
Language: English
Formats Available
Conditions of Use
Attribution-NonCommercial
CC BY-NC
Reviews
The book is a useful introduction to the subjects and topics of interest for those looking to learn more about key terms of gamification, games-based learning, and simulations. For example, it provides useful definitions and examples to help... read more
The book is a useful introduction to the subjects and topics of interest for those looking to learn more about key terms of gamification, games-based learning, and simulations. For example, it provides useful definitions and examples to help readers better understand important differences between some of the technologies used in these fields (e.g., "what is a game?"; augmented vs virtual reality; high- vs low-fidelity simulations). There are also many resources (printed text as well as audiovisual) with links to follow and some are accompanied with suggestions for how you might use them in a course.
If your goal is to get a quick overview of these terms, or if it is to help you build a portfolio of activities and lessons for a class, then this book will help you meet either of those goals. However, be mindful that there seem to be entire parts/chapters that are missing or were left blank (see part VI--Faculty Showcase) and while there is no index or glossary, there is a table of contents that will aid with navigating the book. If it were not for these missing chapters and the lack of a glossary/index, my rating here would easily be a 4 or maybe a 5.
The book's content is largely accurate and error-free. However, an important point that readers should be mindful of when engaging with this book is that terms such as "gamification" and "games-based learning" are largely used to discuss digital contexts/spaces by default. It's important to be aware that although conversations around these key terms often default to the digital realm in this book and in many other resources and academic articles, there are important distinctions that should be kept in mind when talking about these terms. Namely, that gamification and games-based learning can and do often take place outside of digital games by using, for example, tabletop games.
This book is relevant, and while many examples of specific tools that are linked to--especially actual digital games themselves--will inevitably become out of date or irrelevant soon, this is not an issue that is exclusive to this particular book. Any book that references specific games will quickly appear to be referencing old software and visuals due to the fast-paced improvement that is made across the digital games spaces and technologies. However, the principles behind each example will continue holding relevance well into the future, and that is the important part. Updates to the named examples of games software or hardware should be straightforward to provide in the future for those using this book.
The book is written in accessible prose and direct simple language. This is actually one of the book's biggest strengths: the way in which it takes these topics and simplifies much of the research work into short clear sentences. Again, if your goal is to get a quick overview of gamification, games-based learning, and simulations, or if it is to help you build a portfolio of activities and lessons for a class around these things, then this book will help you meet either of those goals.
The book's layout is consistent. However, again, be aware that there seem to be entire parts/chapters that are missing or were left blank (see part VI--Faculty Showcase) and while there is no index or glossary, there is a table of contents that will aid with navigating the book.
Chapters in the book are brief, modular, and can easily be reorganized by an instructor to fit with different learning structures or pacing of activities. For example, if they are interested in the concept and practice of "badging" as it is often seen in the larger practices of gamification, there is a chapter on this topic along with useful supplementary materials and links.
The book is organized well and presents the topics in a clear and logical order.
Some tables (e.g., Figure 1) have text that is shifted, and in the worst cases, some words are cropped or cut. However, from the surrounding language and context, these issues fall short of posing significant barriers to comprehension. Other issues with the interface include some figures containing text that is too blurry to be read even when zoomed out (e.g., Figure 3, and to a lesser extent Figure 4).
The book contains very few to no grammatical errors.
This book does not appear to have any cultural insensitivity or similar offensive issues/topics.
The editor and authors of this book have done a noble job of putting together an introductory text that will surely be useful for those who are seeking help with building/designing a course on the topics of gamification, games-based learning, and simulations. The collection of resources and suggestions for implementation that they have put together for others to adopt and adapt is a noteworthy example of how to build and sustain communities of those who are interested in these topics but may have neither access to nor interest in the wide scholarly literature that has been building on these topics over the past two decades and a half.
Great initial summary of the state of learning and educational gaming, game design, and simulation applications. t is a quick read with good inclusion of additional digital and multimedia resources. Another great inclusion is the links to game... read more
Great initial summary of the state of learning and educational gaming, game design, and simulation applications. t is a quick read with good inclusion of additional digital and multimedia resources. Another great inclusion is the links to game and simulation design tools as well as links to examples of serious, educational, and instructional games and simulations. This text would serve as a great starting point for instructors or instructional designers creating an online course on game-based learning or game-based learning design (with learning objectives summaries, discussion question examples for each major section, and class activity/project ideas). The game, simulation, and virtual examples are especially helpful when the authors tie instructional design theory to applied best practices.
The content of this textbook is accurate and well-researched and successfully covers a large field of study.
The content is very relevant, giving examples of many milestones in educational and learning games and simulations.
The authors are clear, organized, and consistent, and I appreciate the Learning Objectives given at the beginning of each chapter. A new revision of the book could look at revising the visual clarity of the figures and the inclusion of examples in Part VI.
The book is consistent, which helps the reader jump between sections; terminology and definitions are the same throughout the text.
Chapters in the book are modular and can easily be reorganized by an instructor. For instance, the sections on Virtual Worlds, Virtual Reality, and Augmented Reality can easily be re-arranged and taught/assigned first before the Simulation sections and before the Gaming sections based on learner needs and learning objectives.
The text is logically organized, while successfully modular, if I were using this text in my class I would keep the textbook organized the way it is in terms of the presentation of content.
Some figures and pictures are fuzzy and hard to see and read, possibly some resolution issues while being inserted into the text, or in the conversion upload process. Looks like some examples are missing from Section VI? (there are blank pages in the PDF version of the text?). Full 5 stars once these interface issues are corrected.
The text appears to have been well proofread and looks to be free from any major grammatical errors.
The text does not appear to have any cultural insensitivity issues and is bias-free.
I look forward to the next edition of this book!
Table of Contents
- Introduction
- Suggested Learning Outcomes
- I. Chapter 1- Overview of the Game-Based and Adaptive Learning
- II. Chapter 2- Games in Education
- III. Chapter 3- Simulations
- IV. Chapter 4- Gamification
- V. Chapter 5- Virtual Worlds
- VI. Chapter 6- Faculty Showcase
- VII. Chapter 7- Suggested Assignments
- Appendix I: Handout to investor groups from Investor-Entrepreneur Simulation
- Appendix II: Handout to investor groups from Investor-Entrepreneur Simulation
Ancillary Material
Submit ancillary resourceAbout the Book
This book is designed to accompany a graduate-level instructional design course: Game-Based and Adaptive Learning, but could also be used for undergraduate teacher education or instructional design courses.
The original texts and material for this book came from the development of a course for Brandeis University as part of their MS in Learner Experience Design program. This material can be used to teach pre-service teachers, in-service teachers, and instructional designers about game-based and adaptive learning. Assessments used in the actual Game-based and Adaptive Learning course are included in the final chapter and serve as recommendations for assessments of the learning outcomes. The material in this book pairs well with Using Game-Based Learning Online – A Cookbook of Recipes by The EGG.
The Faculty Showcase materials were developed by dedicated faculty during the course of a year-long game development workshop in which faculty were introduced to GBL, developed game prototypes, played a variety of games, and finally playtested their designs. The work they continue to do in the area of GBL is part of the inspiration for this book. If you would like to contribute your own case study, please contact me at carrie.miller@mnsu.edu for consideration.
Carrie Lewis Miller, Ph.D.- editor/author- Instructional Designer, Minnesota State University, Mankato
About the Contributors
Authors
Carrie Lewis Miller, Ph.D., Instructional Designer, Minnesota State University, Mankato
Odbayar Batsaikhan, Minnesota State University, Mankato
Elizabeth Pluskwik, Minnesota State University, Mankato