Game-Based Learning: A Different Perspective
by Karl Royle
Video game use in education has focused on the application of games within the existing education system
and on their inherent potential for producing learning (Gee 2003). However, research has revealed a
fundamental mismatch between the goals of games and the object of school-based learning (Sandford et al.
2006; Squire 2005; Becta 2002). As a result, efforts to integrate games into the curriculum have frequently
fallen flat despite the best intentions of teachers and the gaming industry. Such efforts have failed either
because games designed to educate do not engage their intended audience, or because truly engaging
games do not provide enough educational value.
In part, this failure has been because games are fundamentally incompatible with the school environment (
Exhibit 1). From the student's point of view, integrating games into the school culture dilutes the experience of
game playing. From the teacher's point of view, games are too long, too immersive, and focused on the
wrong outcomes, motivating students to achieve defined win states rather than to seek knowledge. The
problem is that educational game designers have approached the problem backward: Rather than striving to
get games into education, educators should be investigating ways to get education into games.
This article suggests ways to accomplish this via a new genre of video game that engages gamers outside of
formal schooling. This approach is contextualized by a brief outline of the shortcomings of video game usage
within education. The article then illustrates how curriculum-related learning material can be integrated into
commercial-quality video games.
Game-Based Learning: A Different Perspectiveby Karl RoyleVideo game use in education has focused on the application of games within the existing education systemand on their inherent potential for producing learning (Gee 2003). However, research has revealed afundamental mismatch between the goals of games and the object of school-based learning (Sandford et al.2006; Squire 2005; Becta 2002). As a result, efforts to integrate games into the curriculum have frequentlyfallen flat despite the best intentions of teachers and the gaming industry. Such efforts have failed eitherbecause games designed to educate do not engage their intended audience, or because truly engaginggames do not provide enough educational value.In part, this failure has been because games are fundamentally incompatible with the school environment (Exhibit 1). From the student's point of view, integrating games into the school culture dilutes the experience ofgame playing. From the teacher's point of view, games are too long, too immersive, and focused on thewrong outcomes, motivating students to achieve defined win states rather than to seek knowledge. Theproblem is that educational game designers have approached the problem backward: Rather than striving toget games into education, educators should be investigating ways to get education into games.This article suggests ways to accomplish this via a new genre of video game that engages gamers outside offormal schooling. This approach is contextualized by a brief outline of the shortcomings of video game usagewithin education. The article then illustrates how curriculum-related learning material can be integrated intocommercial-quality video games.
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