Games are a ubiquitous part of life in our culture, and experts suggest they will become even more deeply embedded in the coming years. Games help people develop a disposition toward collaboration, problem-solving, communication, experimentation, and exploration of identities, all attributes that promote success in a rapidly-changing, information-based culture. Research into the cognitive and socio-cultural aspects of gaming has exploded in the last decade as people have begun to realize the potential for game-based learning (Gee, 2003; Salen, 2007).
Note: This page focuses on the use of specific games in teaching. "Gamification" of learning is slightly different, focused on the incorporation of gaming principles like leaderboards, badges, choice, and leveling up, often without actual games. The differences are subtle in some cases. For more about gamification, see University of Waterloo's Gamification and Game-Based Learning.
Some games aim to increase content knowledge by letting the players "live" the scenario. They may also create a sort of apprenticeship model in which players identify with experts and take on those roles as they move deeper into the game. Participation in so-called "serious games" has been shown to help change attitudes and affect players' actions in the real-world (TED Talk by Jane McGonigal). Games seem to be particularly successful in helping people develop problem-solving and decision-making skills and encouraging innovation. Without a doubt, gaming prompts people to do a tremendous amount of research and inspires participants to spend an extraordinary amount of time on task.
Perhaps the most advanced use of "serious games" at IUB comes through Reacting to the Past (RTTP), an approach developed at Barnard College. In this approach to engaged learning, students role-play characters in elaborate historical scenarios, which helps them understand these historical events and figures with new levels of complexity. Not only do students learn more about the historical events and people through their research, but they also develop skills in communication, collaboration, leadership, critical thinking, and problem-solving. Carl Wienberg from the College of Arts and Sciences and PACE leads the PACE Institute for Role-Immersive Teaching and Learning (PIRTL), offering training for IUB instructors on how to incorporate RTTP in their classes. Learn more at the PIRTL site or from Carl's guest post in the CITL blog, "The French Bread Gambit."