THE GAMEiT HANDBOOK - A framework of game based learning pedagogy
Throughout the book, we make an effort to clearly illustrate how games or elements
of games can be included in educational practice, and to what end. In the following, we
briefly introduce each of the chapters in the handbook, but we strongly recommend
reading the entire book, as each chapter provides each own perspective on game based
learning.
Overview of handbook
Introduction to the field
In this first chapter, we set out to provide an overview of the different ways of perceiving
and approaching game based learning. This overview is primarily based on the large and
constantly growing body of research, but interpreted to shed light on the implications for
educational practice. We introduce some of the basic principles underlying game based
learning, and we establish a typology of game based learning.
Exploring conflicts
When thinking about “game based learning”, it is not uncommon to instantly start
considering the genre of games specifically developed for learning purposes, often
labelled “serious games” or “learning games”. These games are developed with
education in mind, and the content of the games are thus most often quite closely linked
to curricular demands.
A Case Study using Rome Total War
In this chapter we present an argument for the use of gaming for educators to
communicate information and knowledge better to a pupil audience in a history-based
curriculum. This includes a run-through of important previous approaches, a detailed
explanation of the methodology used in an envisaged pilot study, expected results and,
finally, a set of recommendations/suggestions for future implementations of similar
approaches in a classroom in other settings such as, for example, HE.”
Introducing Games with a Purpose to Online and Blended Learning Environments
In this chapter we experiment with a simple, low-threshold, and low-budget version of
“Games with a purpose”. We report about a pilot study, which compares the modified
learning activities with the original versions of the respective regular courses.
Learning by producing
In our definition of game based learning, we include the complex learning sparked
by not only playing games, but also by developing them. Despite the importance of
developing games to more fully understand games, this chapter is focusing on the array
of important, broader and generic competences related to moving from an idea phase
through to selling a final product - generally known as entrepreneurship.
The Medication Game
Medication calculation is a critical topic in nurse education. Due to its importance, various
learning strategies have been developed to improve the students medication calculation
skills. We developed “The Medication Game” to drill basic mathematics, medical units
and medication calculation to improve not only mathematical skills, but also learning
motivation as well as confidence among nurse students.


