The Future of Game-Based Learning?

1. Is interest in games just another fashionable hot topic for the learning Twitterati, or is there a real trend that is going to significantly impact on the industry?

 

2. If demand for games-based learning is there, what are the implications for suppliers?

 

3. In the future could the LMS migrate on to your Xbox or PS4, or is the concept of educational games consoles beginning to happen already?

 

These are amongst many other such questions scrutinised, endorsed or debunked in the new Unicorn and Amuzo new White Paper ‘The Future of Game-based Learning’.

 

In 2015 Unicorn with Amuzo commissioned Bournemouth University to conduct a ‘Serious Games Market Assessment’. This sparked the inspiration for the White Paper.

‘The Future of Game-based Learning’ explores the trend of games and gamification in learning, including their purpose, behavioural outcomes and benefits, against the current trends and forecasts for the rise of games in learning, plus the technologies and tools acting as enablers. It examines who and why games in learning can most benefit and looks at designing serious games and maximizing engagement.

 

Serious games work as a powerful teaching tool because they encourage the persistence required for effective learning. But corporate learning is not primarily about entertainment so a fine balance is needed to introduce a spirit of fun without it becoming a distraction. The White Paper looks at how this can be achieved.

 

Learning games don’t have to be fully immersive 3D extravaganzas with the production standards of Call of Duty! There is a fertile middle ground, where the best principles of engagement from the world of gaming can be applied in a way that complements and enhances the learning experience without busting budgets.

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Simferopol Russia - May 25 2014: Twitter service of microblogging is created in 2006. Twitter service for a public exchange of short messages from 140 symbols.

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