Game Based and Adaptive Learning Strategies
Carrie Lewis Miller, Mankato, MN
Odbayar Batsaikhan, Mankato, MN
Elizabeth Pluskwik, Mankato, MN
Copyright Year:
Publisher: Minnesota State Colleges and Universities
Language: English
Formats Available
Conditions of Use
Attribution-NonCommercial
CC BY-NC
Reviews
Game Based and Adaptive Strategies (Miller & Batsaikhan, 2021) provides seven clearly defined and well-organized chapters. The first two chapters, Chapter 1, Overview of Game-Based and Adaptive Learning, and Chapter 2, Games in Education,... read more
Game Based and Adaptive Strategies (Miller & Batsaikhan, 2021) provides seven clearly defined and well-organized chapters. The first two chapters, Chapter 1, Overview of Game-Based and Adaptive Learning, and Chapter 2, Games in Education, provide a clear rationale and working definitions of gamification as a differentiated instruction strategy. The book helps provide an accessible free resource to educators and teacher educators who can use the tools to expand the ability to reach learners who are best instructed through non-traditional methods. The main takeaway from these chapters is the inclusion of clear definitions and examples to aid the readers in acquiring the differences between some of the technologies used in these fields.
Additional book highlights include Part VII-Chapter 7 Suggested Assignments. This chapter includes multidisciplinary assignments that allow teachers to collaborate and evaluate assignments in different academic subjects using different standards. For example, in chapter 7, one assignment is to create a Gamer Profile (Miller & Batsaikhan, 2021, p. 101). This assignment could be given to college students or to K-12 students as a writing assignment that could be done in isolation or as part of a greater portfolio that would include a game. Chapter 7 also includes an assignment whose objective is to complete a Mini Adaptive Learning Plan that can be used for creating a game and linking it to specific academic standards. Although the description of this assignment is limited in scope, this assignment could be used with various lesson plan templates or an Understanding by Design (UdB) framework.
As for areas that could be improved or enhanced, Part VI Chapter 6 Faculty Showcase includes text headers but does not include any text. There is also a space for an appendix, but there is no appendix as of the time of this review. The book also included images but appears to lack alt text, which would benefit those who access the book through a screen reader. Finally, as other reviewers have pointed out, this book would be enhanced greatly with a complete chapter 6 and a glossary or an index. I also feel that the lack of alt text and explaining how gamification can be adapted to meet the needs of students with disabilities was enough for me to deduct two points. I rated comprehensiveness 3 out of 5.
The text is well-researched and could work for higher education classes leading to an instructional design certification or degree or for those looking to enhance STEM instruction. Overall, I found the content to have accurate information and to be free from grammatical errors. However, readers need to be aware that although this text leans heavily on game-based learning in the digital realm, gamification can and does occur outside of digital environments. Additionally, although Chapter One- Overview of the Game-Based and Adaptive Learning included headings on adaptive learning, differentiated instruction, and personalized learning, it failed to discuss meeting the needs of multilingual learners, neurodivergent learners, or students with disabilities. For these reasons, I have rated this book a 4 out of 5 for accuracy.
The overall content of this book is relevant and up to date. Many examples of specific hyperlinked tools could be accessed during this review. I also found the inclusion of actual digital games helpful; however, the authors may need to consider that games often become outdated quickly. Digital spaces are constantly changing, as is access to the tools needed to create a digital game. As noted in the above section on accuracy, gamification can and should occur inside and outside the virtual realm. Regarding future editions, the current format does allow for changes to be made as needed. Perhaps the authors will consider adding additional headings and chapters to expand the current edition. For these reasons, I rated this text a 5 out of 5 for relevance.
The book is written using straightforward language that allows readers to understand the subject matter easily at a novice level. I found that Miller & Batsaikhan (2021) clearly summarized the relevant research. This book is best for an entry-level class leading to an instructional design certification or degree or for those looking to enhance STEM instruction. This book works if the objective is to provide a quick overview of gamification, game-based learning, and virtual simulations. The text is an excellent resource to add to a professional library. The biggest strength is that Chapter 7- Suggested Assignments, is a good place to start as it includes several activities that can be adapted or assigned as written. For these reasons, I rated this text a 5 out of 5 for clarity.
The layout of the text is consistent. The use of a hyperlinked table of contents was a significant strength in the clarity and readability of this book. As stated previously, Part VI Chapter 6 Faculty Showcase had headings but no text. Next, the book included a space for the Appendix that could be added in the future. Finally, an index or glossary with hyperlinked terms would significantly enhance the readability of the book. For these reasons, I rated this text a 5 out of 5 for consistency.
All seven chapters in the book are brief, modular, and easily readable. The consistent layout of the seven chapters and headings allows the topics to be easily read in succession or separately. The overall organization and flow of the chapters also works well. The hyperlinks also allow readers to navigate the book in its entirety or in sections. The chapters also included summaries and links to useful supplementary materials that were both virtual and, in some cases, print based. For these reasons, I rated this text a 5 out of 5 for modularity.
Game Based and Adaptive Strategies by Miller & Batsaikhan (2021) provides seven clearly defined and well-organized chapters. The flow works well. I rated this text a 5 out of 5 for organization.
If there is one area where this text falls short, it is in Interface. I found that several figures were blurry, cropped too small, and were unclear to read. This includes Figure 3: Henry VIII branching logic example for an adaptive learning strategy (Miller & Batsaikhan, 2021, pg. 23). Additionally, Figure 4: Venn Diagram of the overlap and differences of differentiation, adaptive learning, and game-based learning had text that could not be enlarged (Miller & Batsaikhan, 2021, pg. 28). There were also issues with figures. For example, Figure 1. Comparison of GBL, gamification, simulations, and adaptive learning included text that had shifted, and some words were cropped or cut out completely (Miller & Batsaikhan, 2021, pg. 10). The book also lacked alt text, which would clearly explain images. Overall, I rated this text 2 out of 5 for interface.
Game Based and Adaptive Strategies by Miller & Batsaikhan (2021) contains very few to no grammatical errors regarding the written text. I rated this text a 5 out of 5 for grammatical elements.
Game Based and Adaptive Strategies by Miller & Batsaikhan (2021) does not appear to have any cultural insensitivity or topics could be considered offensive. A stated above in the review of Accuracy, Chapter One Overview of the Game-Based and Adaptive Learning had headings on adaptive learning, differentiated instruction, and personalized learning, but it failed to discuss meeting the needs of multilingual learners, neurodivergent students, or students with disabilities. For these reasons, I have rated this book a 4 out of 5 for cultural for not going further to build these topics out further.
The editors Miller & Batsaikhan (2021) and additional contributing authors of this book have successfully created an introductory text for this subject. I appreciated the authors’ approach to meeting the needs of readers with a novice knowledge base of the subject matter. Likely, the novice readers may not have enough experience to know the nuances between augmented reality vs virtual reality and high- vs low-fidelity simulations. The book also includes many hyperlinks to digital resources and access to multiple printed text resources that were available as of this review. This text is a reliable free resource that can assist in providing resources to create course materials. If educators are looking to learn how to integrate gamification, game-based learning, and virtual simulations into their teaching. This book is a great free starter text. I look forward to further sharing the effectiveness of these strategies in my own teaching in the future.
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