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Book review

E-learning Games

 

Author: Kathleen M. Iverson

Publisher: Pearson (2005)

Review by Donald Clark, Epic

If you’re after a book on computer games and e-learning, don’t buy this. Although an excellent book, the title is so misleading that it could be challenged under the Trades Description Act! There are no ‘games’ in this book other than online activities, that could only be described as games if we stretch its meaning way beyond the norm. It should really have been called e-activities. I guess the editors saw a clash with ‘E-tivities: The Key to Active Online Learning’ by Gilly Salmon published in 2002.

Iverson attempts to ground her many examples and the book is largely a set of suggested activities in learning theory. Unfortunately it’s a curious mixture. She’s polygamous in her choice of partners in instructional design, yet monogamous in her loyalty to constructivism. It’s one of those books that is strong on practical ideas but weak on coherent learning theory, really a book for practitioners.

After concentrating on constructivist theory i.e. the construction and reconstruction of knowledge and skills through personally meaningful tasks, Chapter 3 hauls in Keller’s ARCS theory of motivation:

  • Attention strategies
  • Relevance strategies
  • Confidence strategies
  • Satisfaction strategies

We then get Gagne’s nine instructional steps and seven other instructional strategies and models. Now Gagne actually calls himself an objectivist and not a constructivist but now’s not the time for this debate. This is further complicated by seven other instructional theories - it all gets a bit messy.

The bulk of the book is then taken up with concrete examples all written to the same format. These are really worth having. Especially if you’re stuck with an online tutoring model that is sinking under the weight of administrative effort or dozing along with some minimal mentoring.

Her overall chapter categories are useful:

  • Ice breakers
  • Scenario learning activities
  • Peer learning activities
  • Content review and practice
  • Group discussions
  • Closers

Ice breakers (Chapter 4) are designed to create a sense of collaboration before the introduction of content. The 13 exercises are well thought out although one ‘asking stupid questions about technology’ seems to be asking for trouble.

  1. Design electronic business card
  2. Describe first job
  3. Formal invitation
  4. Personal weblog
  5. Favourite pictures
  6. Spend $1,000,000 (virtually!)
  7. Ask stupid technical questions
  8. Get to know you
  9. Three personal facts, two true, one false
  10. Interview each other
  11. What do you ‘know for sure’?
  12. Guess job
  13. Share experience

The scenario learning activities in Chapter 5 clearly owes a lot to Roger Schank, although he’s not mentioned.

  1. Realistic scenario
  2. Create interactive story
  3. Create characters and roles
  4. Synchronous role play
  5. Seven jump method
  6. Online case study
  7. Research leader/theorist

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Peer learning activities appear in Chapter 6. These are peer-shared problems and challenges designed to connect learners with each other and the instructor.

  1. Pairs
  2. Evaluate others’ solutions
  3. Personal ad
  4. Research useful links on the web
  5. Summarise partner’s material
  6. Secret mentor
  7. Construct narrative

Content review and practice (Chapter 7) takes learners to higher tasks of analysis, synthesis and evaluation. It challenges the learner to engage in real practice.

  1. Given answer, identify question
  2. Review questions
  3. Search for key terms
  4. Jumbled email message
  5. Describe and visualise
  6. Photo interpretation
  7. Hotlist of web links
  8. Blog of content
  9. Inspiring quotes
  10. Fill in blanks with links
  11. Mindmap content
  12. Multimedia scrapbook
  13. Treasure hunt
  14. True/false questions
  15. Yes/No guessing game
  16. Virtual field trip
  17. Webquest

Group discussions (Chapter 8) allow learners to construct knowledge based on interaction with peers. This one’s a little short on ideas.

  1. Home team versus learning team
  2. Role driven discussion
  3. Course problems discussed
  4. Course topics discussed

Idea generation (Chapter 9) is about new and fresh ideas, a series of brainstorming techniques.

  1. Brainwriting alternatives
  2. Definition of excellence
  3. Group idea generation
  4. Top 10 list

Finally, Chapter 10 has some closers to reinforce learning, say goodbye, provide feedback and create a place for the future.

  1. Electronic yearbook
  2. Goals for future
  3. Virtual time capsule
  4. Cruise ship game
  5. Report transfer in workplace

As you can see, this is a rich resource and with any resource book there’s variability in the ideas. Some are excellent, others very good and a few clichéd. If you’re involved in e-activities as an e-tutor, e-mentor or e-coach, the book will save you time in thinking up activities of your own. Highly recommended, but remember it has absolutely nothing to do with games.

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Corporate brochure: E-Learning at Epic
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White papers: Blended Learning, Blended Learning in Practice
Survey report: The Future of E-Learning

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