- Jeopardy style games are good for promoting facts, labels, and concrete concepts.
- Arcade style games are good for promoting speed of response and visual processing.
- Adventure style games are good for promoting problem solving and hypothesis testing.
There are two keys for using games effectively
- Keep the learning objective at the forefront by choosing/building games that provide the type of practice needed to meet the objectives.
- Do not overload the learner's short term memory.
An online search for "game templates" will yield a variety of opportunties for designers to begin using games quickly. These screen shots came from PowerPoint Games , a web-site which contain free game templates meant for use in a classroom setting but they can be modified slightly for use in an e-learning program. Check out Jane Bozarth's book Better Than Bullet Points for more information on how to modify them for e-learning.
Of course, there are many programs available now for purchase for more games.
As your e-learning development skills improve start building customized games for even greater impact.
Useful books to reference include:
- Ruth Clark & Richard Mayer's book: e-Learning and the Science of Instruction
- William Horton's book: e-learning By Design
- Robin Williams' book: The Non-Designer's Design Book
References for this blog include the books just mentioned, and:
Barkland, J., & Kush, J., (2009). GEARS a 3D virtual learning environment and virtual social and educational world used in online secondary school [Electronic version]. Electronic Journal of e-Learning, 7(3), 215-224.
Landy, S. (2010). Online Learning 101: Part I: Authoring and course development tools. eLearning Magazine. Retrieved from http://www.elearning.org/subpage.cfm?section=articles&article=124-1. (2010, Octover 6).
Shank, P. (2010). Getting started in e-learning: Simulations and games. The eLearning Guild. Retrieved from http://www.elearningguild.com/research/archives/index.cfm?id=144&action=viewonly. (2010, August 2).
Slotte, V., & Herbert, A. (2008) Engaging workers in simulation-based e-learning [Electronic versin]. Journal of Workplace Learning, 20(3), 165-180.
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