Serious Games and Gamification: Game-Based Learning in Communication Sciences and Disorders

Author:

Brackenbury Tim1ORCID,Kopf Lisa2ORCID

Affiliation:

1. Department of Communication Sciences and Disorders, Bowling Green State University, OH

2. Department of Communication Sciences and Disorders, University of Northern Iowa, Cedar Falls

Abstract

Purpose:Serious games and gamification are evidence-based forms of game-based learning that facilitate student/client instruction. Serious games are activities that directly incorporate educational content into games; gamification integrates characteristics of games into nongame activities. They both promote learning by increasing students' motivation and engagement. The purpose of this tutorial is to facilitate readers' understanding and use of serious games and gamification in communication sciences and disorders (CSD) education, in both classroom and clinical settings. It includes models of motivation and engagement, research on serious games and gamification, in-depth examples from two CSD courses, and suggestions for implementation.Conclusions:Multiple studies, including meta-analyses, have demonstrated significant positive effects of both serious games and gamification on student motivation, engagement, and learning. Self-determination theory is a useful model for developing serious games and gamified learning because it provides a complex understanding of learners' needs and multiple levels of intrinsic and extrinsic motivation. Suggestions for incorporating serious games and gamified learning in CSD contexts include designing activities that address and balance motivation and learning, targeting specific forms of motivation in meaningful ways, and reconsidering intrinsic motivation as the ultimate goal of learning.

Publisher

American Speech Language Hearing Association

Subject

General Medicine

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