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White paper

Games and e-learning

Learning points from the Gamer Nation

Violent, mindless exercises for solitary (usually male) geeks, devoid of educational content and promoting an anti-social, culturally insensitive view of the world - this is a commonly-held view of computer games among sections of the learning community.

But is it a true picture? Is the 'twitch generation' really composed entirely of slack-brained, uncaring demons?

It cannot really be said that games have absolutely no instructional value. Self-evidently, they must be good learning experiences - otherwise, who would invest the considerable time and effort required in learning how to play and complete them?

Granted, they may lack explicit learning content; but surely there are valuable lessons to be learned here - at the very least - in the techniques of engaging and sustaining the attention of learners.

Neither is it the case that computer games are all violent shoot-em-ups. A wide range of sub-genres exist, including Sims-style 'God games', driving games, adventure games like Tomb Raider, puzzles… and even historical strategy games such as the best-selling Age of Empires.

In fact, looked at in the historical context, games are an integral part of our heritage and culture. Tracing play and games back through the history of our species in Homo Ludens (1938), Dutch historian Johan Huizinga found this type of activity to be a fundamental feature of almost all cultures.

Surely we cannot afford to ignore so omnipresent a human activity in the context of learning?

In his ground-breaking new white paper, Donald Clark, CEO of Epic Group plc, strips away the myths and misconceptions surrounding computer games and shows how we can use lessons learned from the self-styled 'Gamer Nation' to produce more effective, engaging online learning experiences.

White Paper: Games and e-learning

To order your free copy, contact: marketing@epic.co.uk

Summary of contents:

  • Learning from the games' industry
    • Violence
    • Solitary games
    • Are games mindless?
  • Can games inhibit learning?
    • Learning is not always 'fun'
    • Games and girls
    • Games can distract from true learning
    • Poor games can disappoint
    • Games are expensive
    • Harness the power of games
  • How can games enhance learning?
    • No teacher intervention
    • Game skills
    • Games and instructional design
  • Games and learning
  • Conclusion
    • Bibliography
  • Other Epic e-learning white papers
  • Epic thinking

See also:
Other white papers

Case studies:
DWP

Book reviews:
Digital game based learning - Prensky
What video games have to teach us about learning and literacy - Gee

Epic Thinking: click here to receive free monthly newsletter
 
Downloads

Corporate brochure: E-Learning at Epic
Data sheets: Epic Consulting, Accessibility Lab, Arena, Blended Learning ROI Calculator (‘The Blender’), Epic P2P, Hosting, Thought Leadership Programme, Testing (x4)
White papers: Blended Learning, Blended Learning in Practice
Survey report: The Future of E-Learning

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