Game-based learning (GBL) for SMU http://www.mindmeister.com/161450565

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Game-based learning (GBL) for SMU http://www.mindmeister.com/161450565 by Mind Map: Game-based learning (GBL) for SMU http://www.mindmeister.com/161450565

1. Key takeaways

1.1. Design elements

1.1.1. Providing meaningful contexts

1.1.2. Promoting systemic thinking

1.1.3. Microburst learning; interstitial time

1.1.4. JIT over JIC

1.1.5. Making challenges just out of reach

1.1.6. Providing immediate feedback

1.1.7. Leveraging on emotions

1.1.8. Flipping instruction

1.1.9. Reflecting after and around gaming

1.1.10. Apply GBL principles in non-game contexts

1.2. GBL outcomes

1.2.1. Productive failure

1.2.2. Perspective-taking

1.2.3. Delayed gratification

1.2.4. Persistance

1.2.5. Learning-by-doing; "muscle memory"

2. Dr Ashley Tan's contact information

2.1. Email:

2.2. Blog:

2.3. Twitter:

2.4. Facebook:

3. Photos

3.1. Double click to view

3.1.1. Double click to view

3.1.1.1. Double click to view

3.1.1.1.1. Double click to view

4. Your understanding of GBL

4.1. Perceptions

4.1.1. Immersive learning

4.1.2. Interactive experience

4.1.3. Structure leveling

4.1.4. Rewards/Achievements

4.1.5. Users investing time

4.1.6. User interaction/user experience

4.1.7. Authentic contents & experience

4.1.8. FUN!

4.1.9. Emotional

4.1.10. Multi-sensory

4.1.11. Addictive

4.1.12. Degree/Element of roleplaying

4.2. Reflections

4.2.1. Problem based learning

4.2.2. Strategizing

4.2.2.1. Caters to different user personalities

4.2.2.2. Different approach to problem solving

4.2.3. Hypothesis testing

4.2.4. Teamwork/Collaborative components

4.2.4.1. Peer Teaching/Learning

4.2.4.2. Using different talents of individuals

4.2.5. Failure motivates learning

4.2.6. Learn By Doing

4.2.7. Selection of level of difficulties

4.2.7.1. experiencing progressive/random levels

4.2.8. Align objective with strategy

4.2.9. Fun = Learning :D

4.2.9.1. virtual world

4.2.9.2. finding ways to 'win'

4.2.10. Non-threatening environment

4.2.10.1. doesn't affect real daily life

4.2.10.2. no consequences

4.2.11. Instantaneous

4.2.12. picking up things fast

5. Resources

5.1. Prezi presentation

5.2. Mobile component

5.2.1. QR codes used in this seminar

5.2.2. QR code creators

5.2.2.1. Kaywa

5.2.2.2. QRstuff

5.2.3. QR code readers

5.2.3.1. i-nigma (for various smartphones)

5.2.3.2. QRafter (for iPad 2)

5.2.4. Google Form

5.2.5. Google Form results

5.3. Resources on GBL

5.3.1. Ashley's TED talk on gaming

5.3.2. GBL: What it is, why it works & where is it going?

5.3.3. GBL: Video games and good learning

5.3.4. Gee's 36 GBL principles

5.3.5. Other curated readings

5.3.6. Interview with Gee

5.3.7. Research on GBL

5.3.8. List of games played at the MxL

5.3.9. Horizon Report for K-12 2011

5.3.10. Bloom's revised taxonomy, affective and psychomotor frameworks