Trends

Game-based learning has evolved from the use of traditional paper and pencil or card and board games to the more popular notion of digital gamed-based learning (DGBL) which includes things like commercial off-the-shelf (COTS) games, training simulation games, and serious games (where the primary purpose is education, not entertainment, though the challenge of the game itself is engaging) (Van Eck, 2006).
 * The Evolution from Game-Based Learning to Digital Game-Based Learning **

The Horizon Report (2011) identifies games in three categories: **non-digital**, **digital collaborative**, and **multi-player digital collaborative (MMO)** games. Beyond this, the report suggests a trend toward Alternative Reality Games (ARG) and gaming on mobile devices in learning settings.

Photo: @http://www.knowledgedirectweb.com/company1/content/133/Game-Based%20Learning%20White%20Paper.pdf (modified with the addition of the WoW logo)

= Why is the digital game-based learning trend significant for teaching and learning? =
 * Wide use of games technologies in the homes is creating a significant interest for game based learning in schools.
 * There is a games movement that aims to support formal educational outcomes. It brings together game designers and educators to serious games within an educational construct.
 * The growth for online gaming allows for potential to provide greater learning supports for distance and distributed learning groups.
 * The use of digital games has evolved from just playing games to constructing learning through designing and creating games (Van Eck, 2006).
 * The trend of on-line game based learning places a greater emphasis on team learning and collaboration.
 * The education system model would need to be revamped to embrace and benefit from the disruptive role digital games play.
 * The current model of testing and evaluating students is not aligned with the skills developed through game-based learning (Van Eck, 2011)

=Questions to Consider=
 * What needs to be done to get teachers to embrace the use of digital game-based learning?
 * What do teachers need to know in order to move from using edutainment type games to serious games that involve authentic learning, collaboration, and systems thinking? Is this shift necessary, or can all types of digital-based games remain useful depending on the audience or context?
 * What changes to infrastructure need to take place in school systems to support digital game-based learning?
 * What paradigm shift is required of educators and the educational system to truly benefit from serious game-based learning? (Van Eck, 2011)
 * What are the ethical issues that may arise with game-based learning?
 * How does age or gender factor in to the development and/or use of games in the learning environment?
 * What needs to be addressed in order to convert those who believe digital games are not the use of instructional time?
 * What will compel game designers to invest in educational games?
 * How will game based learning be used to support learning and teaching?
 * How might pedagogy shift with in light of game-based learning?